6d6 necrotic damage|
#### Hell Link
Starting at 11th level, your self-destructive way of life has led to your ability to communicate in supernatural ways. You are able to cast the Speak with Dead or Tongues spells. You can cast these spells twice, uses refreshing after a long rest.
#### Unbridled Rage
Starting at 17th level you allow your inner darkness to run wild. When you cast Dark Nebula, you can expend one Well of Darkness point to cast Dark Nebula a second time.
\pagebreakNum
## Dragoon
The earthshaking roar of a dragon echoes across the battle field. Beating its wings furiously, the beast swoops down from the sky. A man clad in scale mail leaps high into the air and plunges down onto the creature's back, driving his spear into its spine, forcing the creature to the ground.
A woman stands among the chaos of war. She rushes down an opponent, striking with the ferocity of a dragon. Those who stood against her that day claim to have seen a dragon sweep the area with its fiery breath, rather than simply a woman with a longarmed weapon.
Grinning excitedly a young man jumps high into the air laughing. He has left the path of war to perfect his mastery of the sky. When he reaches the peak of his jump, he sprouts spectral wings and flies off into the distance.
These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes.
### Dragon's Bane
The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragonkind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon jump, which is powered by a magical gem each Dragoon receives upon completing their basic training.
### Scourge of the Sky
The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground, or cause great damage to those already on land. Wings will not grant you safety from a Dragoon.
### Creating a Dragoon
When creating a Dragoon, consider what brought them down the path of a specialized knight. They may have shown a certain aptitude which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. A dragoon may have decided upon this path due to the stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up.
Consider why a Dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation? Could your dragoon have unfinished business with a dragon from their past? Sometimes a dragoon may set out for the sake of journeying around the land.
### Quick Build
You can make a Dragoon quickly by following these suggestions. First make Strength your highest ability score, following with Dexterity. Second take the Soldier background.
\pagebreakNum
#### The Dragoon
| Level | Proficiency Bonus | Features |Trances|
|:---:|:---:|:----|:---:|
| 1st | +2 |Fighting Style, Dragoon's Trance |2|
| 2nd | +2 |Dive |2|
| 3rd | +2 |Dragoon Archetype |3|
| 4th | +2 |Ability Score Improvement |3|
| 5th | +3 |Extra Attack |3|
| 6th | +3 |Respected Presence |4|
| 7th | +3 |Zeal of the Dragoon |4|
| 8th | +3 |Ability Score Improvement |4|
| 9th | +4 |Dragoon Archetype Feature |4|
| 10th| +4 |Crash Landing |4|
| 11th | +4 |Blood for blood |5|
| 12th | +4 |Ability Score Improvement |5|
| 13th | +5 |Dragoon Archetype Feature |5|
| 14th | +5 |Invigorate |5|
| 15th | +5 |Keen Flurry |5|
| 16th | +5 |Ability Score Improvement |5|
| 17th | +6 |Dragoon Archetype Feature |6|
| 18th | +6 |Battle Litany |6|
| 19th | +6 |Ability Score Improvement |6|
| 20th | +6 |One with the Sky |6|
## Class Features
As a Dragoon, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per Dragoon level
- **Hit Points at 1st Level:** 10 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Dragoon level after 1st
#### Proficiencies
___
- **Armor:** Light and Medium armor.
- **Weapons:** simple weapons, martial Weapons
- **Tools:** None
___
- **Saving Throws:** Strength, Dexterity
- **Skills:** Choose two from Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background
- *(a)* scale mail or *(b)* leather armor
- *(a)* a martial weapon or *(b)* two spears
- *(a)* a short bow and 20 arrows or *(b)* two hand axes
- *(a)* an explorer's pack or *(b)* a dungeoneer's pack
\columnbreak
### Fighting Style
Starting at 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
\pagebreakNum
### Dragoon's Trance
Starting at 1st level you are able to fall into a special trance as a bonus action. Your soul is filled with power from your Dragoon forebears, granting you great powers. While under the effects of this trance, your jump distance is tripled and you are able to jump from a standing position as if you had a 10ft. running start.
If you are able to cast spells, you can't cast them or concentrate on them while in your trance.
Your trance lasts for 1 minute. It ends early if you are knocked unconscious or you can end your trance as a bonus action. Some Dragoon abilities may cause your trance to end early. Uses of Dragoon's Trance refresh after a long rest.
##### Jumping Rules
You can see the rules of jumping in the PHB on pg.182.
### Dive
Starting at 2nd level you are able to Dive on your enemies. While under the effects of Dragoon's Trance, using your action you are able to jump and dive ontop of a target creature. You leap high into the air and attempt to crash down onto the creature within range of half your long jump distance, using your weapon. The Target creature makes a Dexterity saving throw, taking your weapon damage + 1d6 bonus damage on a failed save and half as much on a success. This bonus damage is increased to 2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 18th level.
You can attempt to knock the target creature prone when using the Dive ability, doing so if the creature fails their Dexterity saving throw. You must declare this intention before they make their saving throw. Doing so ends your trance.
You finish your dive action in a space of your choice directly beside the creature, thus ending the effects of your jump ability. This does not provoke an attack of opportunity.
**Dive DC** = 8 + your proficiency modifier + your Strength modifier.
### Dragoon Archetype
At 3rd level, you select the focus of your training as a dragoon. Some dragoon may choose to follow the true path of a dragoon, focusing on slaying dragons and achieving the moniker of Dragon Slayer. Others may focus on channeling the power of dragons into their bodies and fight with their power, known as a Dragon Heart. Some Dragoons may turn away from their focus on dragons and go on to become Valkyries, warriors who seek to rule the sky and land.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\columnbreak
### Respected Presence
Starting at 6th level, friendly creatures who know of Dragoons and are aware of your identity as a Dragoon are impressed by you. You receive advantage on charisma ability checks and on Investigation checks when interacting with such creatures.
### Zeal of the Dragoon
Starting at 7th level, your dedication and high levels of training have granted you impecable reflexes. You gain advantage on initiative rolls.
### Crash Landing
Starting at 10th level, when you take the dive action against a creature with flying speed, you are able to drive them to the ground by attempting. If you declare you are attempting to knock the creature prone, on a successful Dive you drive the creature to the earth, dealing damage as normal and knocking them prone, but also reducing their fly speed to 0ft. for a number of turns equal to half your Strength modifier.
### Blood for Blood
Starting at 11th level, you feel the bloodlust of Dragoon's past well up inside you. While under the effects of Dragoon's Trance you can take your attack action with advantage against a target creature, but all attacks against you have advantage until the start of your next turn. Attacks you deliver in this way deal additional damage equal to your strength modifier.
### Invigorate
Starting at 14th level, when you fail a saving throw you can choose to reroll the saving throw. You must use the new number. You can use this ability twice before requiring a long rest.
### Keen Flurry
Starting at 15th level, you are able fight defensively using your weapon's reach to keep your opponents at bay. As a bonus action, you cause attacks against you to have disadvantage for a number of rounds equal to your dexterity modifier if the attacker's reach is the same or less than your reach. You can enter this stance a number of times equal to half your Strength modifier before requiring a long rest.
### Battle Litany
Starting at 18th level, while you are under the effects of Dragoon's Trance, as a bonus action you can inspire the ferocity of yourself and your allies. Your melee weapon attacks and those of your allies who are within 10ft. of you land critical hits on die results 19 or 20 for a number of rounds equal to half your Strength modifier. This does not overwrite or add to already present critical hit range increases. This effect can be activated once each time you enter a new Dragoon's Trance.
### One with the Sky
Starting at 20th level, if you have no uses of your Dragoon's Trance left when you roll initiative, you gain two uses of Dragoon's Trance.
\pagebreakNum
## Echoes of the Dragonsong
Dragoons are a remnant and living memory of the Dragonsong War. They came to prominence during the war against dragonkind by their fore bearers. Dragoons specialized in battling the ferocious beasts and overtime channeled their power into their own fighting style. Some Dragoons came to specialize in laying dragons low, ending their lives, while others learned to harness their power. Some turned from dragons altogether, and focused on their ability to take to the skies and explore the world unlike any who had come before them.
### Dragon Slayer
A Dragoon who has chosen to focus on the utter destruction of dragon kind begins to walk the path of a Dragon Slayer. This class of Dragoon excels at combating all manner of dragons, having a rich knowledge of their foes, and the strategies needed to defeat them. Their combat abilities evolve around pinpointing the weaknesses of dragons and laying them low.
#### Elusive Jump
Starting at 3rd level, when you are the target of an attack, as a reaction you can expend a use of your Dragoon's Trance to perform an Elusive Jump. This allows you to leap directly away from the attack up to half your total base walking speed while evading the attempted attack roll, taking only half the damage if it would have been a hit. For rounds equal to your dexterity modifier, enemies have disadvantage on attack rolls against you.
#### Knowledge from Blood
Starting at 9th level, you have gained a wealth of knowledge about dragons. You have proficiency in History, Nature and Perception checks when the check directly involves a dragon, and you add the Draconic language to your known languages.
#### Spineshatter Dive
Starting at 13th level, you are able to perform a Spineshatter Dive. When you use Dive on a creature you deal additional damage equal to your strength modifier. When you choose to knock a creature prone with your Dive ability, you instead stun the creature until the end of your next turn.
#### Dragon Bane
Starting at 17th level, you've become highly skilled in combat against dragons. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage is you fail. Additionally your attacks against dragons deals 3d6 extra damage as you are able to pin point their most vulnerable areas. Against non-dragon creatures your blows still carry extra precision, dealing an additonal 1d6 damage.
\pagebreakNum
### Dragon Heart
Some Dragoon come to be known as Roaring Hearts. These dragoon have taken traits of the dragon into their fighting style, along with performing rituals to become closer to their enemies and to harness their abilities. They have gained an understanding of dragon's and are capable of unleashing their ferocity upon their foes.
#### Breath of the Dragon
Starting at 3rd level, you can expand a use of your Dragoon's Trance in order to cast the **Dragon's Breath** spell on yourself at the 2nd level. At 9th level you cast this spell at the 3rd level, and at the 17th level you cast this spell at the 4th level. You can do so once, this ability refreshes after a long rest.
#### Dragon Sense
Starting at 9th level, you've gained the senses which are akin to a dragon. You've gained 30ft. of blindsight and 60ft. of darksight. Additionally during battle as a bonus action you can make a perception check.
#### Blood of the Dragon
Starting at 13th level, you fight with the ferocity of a dragon now. When you use your Dragoon's Trance ability, you gain 10 temporary hit points and the spell casting and concentration restriction of Dragoon's Trance is lifted from the **Dragon's Breath** spell. The temporary hit points fade when your trance ends.
#### Life of the Dragoon
Starting at 17th level, while you are under the effect of both Dragoon's Trance and Breath of the Dragon, you are able to combine these powers to fight like a legendary dragon. You can use the effect of the Dragon Breath spell as a bonus action on your turn.
\columnbreak
### Valkyrie
A Valkyrie is a dragoon who has strayed from the path of dragon slaying, opting to become a warrior who has mastered land and aerial combat. Valkyries are known for their incredible jumping abilities, allowing them to further deepen the myths which surround Dragoons, flying like those they original had pledged to destroy.
#### Crescent Moon Strikes
Starting at 3rd level, when you use your attack action, if there is a creature directly beside your target, you can roll a second attack roll against that creature as a bonus action. You do not receive an ability modifier bonus on the damage roll for this attack. This does not apply to extra attacks.
#### High Jump
Starting at 9th level, your ability to jump while under the effects of Dragoon's Trance becomes more potent. Your jump distance and height are now quadrupled during your trance.
#### Flight of the Dragoon
Starting at 13th level, you are able to expend two uses of Dragoon's Trance to gain 60ft. of flying speed for the duration of the Trance. When you do so, an ethereal pair of dragon's wings sprout from your back.
#### Dragonfire Dive
Starting at 17th level, when you use your Dive action you can engulf yourself in flames to deal incredible damage to your target. Prior to the saving throw, you must declare you are using Dragonfire Dive. The bonus damage of your Dive attack is increased to 8d6 fire damage and all creatures within 20ft. of your target must make a Dexterity saving throw. On a failed save they take damage equal to half the damage dealt to the target creature. On a successful save they take a quarter of the damage dealt to the target creature. You can only use Dragonfire Dive once before requiring a long rest. Performing Dragonfire Dive ends your Dragoon's Trance.
\pagebreakNum
\columnbreak
## Machinist
A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, she unleashes a lethal bullet from her pistol, laying their leader low, causing the others to retreat in fear of this unknown weaponry.
Carefully, an exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet destroying the target. A smile spreads across the master tinkerer's face.
The grinding gears of the clockwork construct click away as it follows its master onto the battle field. The machinist commands their mammet to rush the battlefield. Unwavering the small solider dashes forward, striking out with it's specially crafted blade.
Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs for the battle field, the machinist ensure the gears of war continue to turn ever efficiently.
### Forefront of Innovation
A Machinist is an incredibly skilled artisan who has decided to push the boundaries of current technology and has managed to do so successfully. They are capabable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city will be granted the boons of a true genius.
### In the name of Advancement
When a Machinist completes their new arms and weapons, there are few in the world who are able to use them. For that reason, it falls upon the Machinist themself to head out into the world to field test their creations. From the deadliest of rifles to the fastest motorized vehicles, the Machinist must push their creations to their limit and continue to modify them. As adventurer's this is the drive of a machinist, to test their equipment and rework it on a long journey in the name of science and innovation.
### Creating a Machinist
When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by bestowing their creations for the common man. A Machinist has the most advanced technology at their finger tips and are using that technology to make life more efficient.
Another possibility is their natural curiousity has taken hold and your character may just be setting out on the journey for the sake of it.
### Quick Build
You can make a Machinist quickly by following these suggestions. First make Dexterity your highest ability score, following with Intelligence. Second take the Guild Member background.
\pagebreakNum
#### The Machinist
| Level | Proficiency Bonus | Features |
|:----:|:---:|:----|:---:|
| 1st | +2 |Suppressive Fire |
| 2nd | +2 |Technical Support |
| 3rd | +2 |Machinist Archetype |
| 4th | +2 |Ability Score Improvement |
| 5th | +3 |Extra Attack |
| 6th | +3 |Archetype Feature |
| 7th | +3 |Trapper |
| 8th | +3 |Ability Score Improvement |
| 9th | +4 |Open Road |
| 10th | +4 |Explosive Expertise |
| 11th | +4 |Archetype Feature |
| 12th | +4 |Ability Score Improvement |
| 13th | +5 |Graze |
| 14th | +5 |Combat Roll |
| 15th | +5 |Ricochet |
| 16th | +5 |Ability Score Improvement |
| 17th | +6 |Archetype Feature |
| 18th | +6 |Midas Touch |
| 19th | +6 |Ability Score Improvement |
| 20th | +6 |Hypercharge |
## Class Features
As a Machinist, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per Machinist level
- **Hit Points at 1st Level:** 8 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Machinist level after 1st
#### Proficiencies
___
- **Armor:** Light armor.
- **Weapons:** Simple weapons, Firearms
- **Tools:** Two sets of Artisan's Tools.
___
- **Saving Throws:** Dexterity, Intelligence
- **Skills:** Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background
- *(a)* leather or *(b)* hide
- *(a)* a revolver or *(b)* any simple weapon
- *(a)* a hunting rifle
- *(a)* an explorer's pack or *(b)* a dungeoneer's pack
\columnbreak
### Firearms
Information on Firearms is available in the Dungeon Master's Guide. The relevant information will be included in Appendix E for ease of access.
### Suppressive Fire
Starting at level 1, when you ready an attack action, you do not use your reaction when you launch your attack. When your suppressive fire attack connects, the target creature must make a Constitution saving throw, (DC = 8 + your Dexterity modifier + your Proficiency bonus). On a failed save the creature is knocked prone.
While readying an action like this you can use the Multiattack feature, but can't attack the same target more than once with your readied action.
### Technical Support
Starting at 2nd level, you are able to use your artisan's tools to disarm mechanical traps and pick locks.
\pagebreakNum
### Machinist Archetype
At 3rd level, you choose which area of inventing you wish to pursue. The Tinkerer focuses on the creation and innovation of automated turrets. The marksman focuses on the usage of firearms, becoming a deadly shot. The mammeteer focuses on the production of a mechanical puppet which assists them in battle.
### Mechanical Bond
At 3rd level you build a companion when you select your archetype. This ability is available only to the Tinkerer and Mammeteer archetypes.
To repair your companion you must spend 2 hours during a long rest.
Your clockwork companion gains a variety of benefits while it is under your control.
Add your proficiency bonus to your clockwork companions AC, attack and damage rolls, as well as to any saving throws and skills it is proficient in. For each level you gain after 3rd, your clockwork companion gains an additional hit die and increases its hit point accordingly. Your companion gains proficiency in Dexterity saving throws and the saving throw corresponding to its highest ability score (if it is already proficient in one of those saves, use its second highest ability instead).
The companion obeys your commands as best it can. It takes it's turn on your initiative, but you determine its actions, decisions, attitudes and so on. If you are incapacitated or absent, your companion acts on its own.
You can choose to let your companion spend Hit Dice from your pool during a short rest to regain hit points. The companion makes death saving throws following the normal rules.
Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Trapper
Starting at 7th level, you are able to use your artisan tools to build mechanical traps. Additionally, you have advantage when making a investigation check while seeking traps and can rearm traps you find within a dungeon.
### Open Road
Starting at 9th level, you have gained the knowledge required to build a motorized wagon, which up to five people can comfortably ride in. At the cost of 1200gp you are able to build one wagon.
Your wagon allows you to travel at a fast pace without suffering the penalties. While stationary the wagon has an AC of 10, adding the Dexterity modifier of the driver to its AC when mounted. Your wagon has 120 hit points before requiring repairs.
At the 15th level, you have learned to further build up your motorized vehicle, allowing you to add a flying speed for the cost of 1000gp in supplies.
\columnbreak
### Explosive Expertise
Starting at 10th level, you have learned how to build and use a Wildfire explosive device. As a bonus action you can attach the device to one creature of your choice that you can see within 60 feet. The device lasts for 30 seconds. It explodes early if your turn ends and you haven't attacked the creature carrying the device. Each creature in a 20-foot radius sphere centered on that creature must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a succesful one. The damage of the device increases by 2d6, to a maximum of 8d6, for each sucessful attack you make against the creature carrying it.
You can use this feature a number of times equal to half your Intelligence Modifier rounded up (a minimum of once).
### Graze
Starting at 13th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw DC = 8 + proficiency bonus + Dexterity modifier or fall under the targetted effect. This effect lasts until your next action where applicable.
##### Graze Effects
| Limb | Effect |
|:----:|:-------------|
| Head | Stunned |
|Heart | Frightened |
| Arm | Disarmed |
| Leg | Prone |
### Combat Roll
Starting at 14th level, during battle you are able to perform a combat roll. When you are targeted by an attack, you can use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity.
### Ricochet
Starting at 15th level, you can spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, make an attack roll for another enemy within 5ft. of your target.
### Midas Touch
Starting at 18th level, you are able to perform quick repairs in an instant to your creations. During battle you can return a destroyed mammet or turret to working order by spending two turns working on it. Upon completion, your creation is left with 10 hit points. You are also able to complete maintenance on your Gauss barrel in one turn during battle.
### Hypercharge
Starting at 20th level, you are able to cause your creations to hypercharge for a number of rounds equal to your Intelligence modifier. The proficiency bonus to your creation's attack and damage rolls is doubled. Using the gauss barrel does not count against its uses before maintenance. You can use hypercharge once before requiring a long rest.
\pagebreakNum
## Master of Metal
A Machinist has dedicated their life to the study and production of great mechanical creations. May these machines be marvels of architecture, innovation or war, a Machinist is on the fore front of progress.
### Marksman
You have decided to focus on your marksmanship, greatly improving your ability to fight in the field.
#### Golden Eye
Starting at 3rd level, you have designed and manufactured a pair of goggles which greatly assist your perception. While wearing these goggles, you have proficiency on sight based perception checks, can see up to 4 miles in clear conditions, suffer no penalty for ranged attacks made at long range and have advantage against prone targets.
#### Double Tap
Starting at 3rd level, when you hit a creature with a ranged weapon attack, you can expend your reaction to make an additional attack against the creature. Starting at 7th level you can add your ability modifier to the damage of the attack.
#### Quick Reload
Starting at 6th level, ranged weapons you can reload a firearm using your free action. Additionally when you roll initiative you can make one attack roll against a target.
#### Gauss Barrel
Starting at 11th level, you have learned how to build and operate the Gauss Barrel. If you have not moved on your turn you can attach the Gauss Barrel to a firearm using your bonus action.
You can't move and take the attack action in the same turn while using the Gauss Barrell and you cannot take more than one ranged weapon attack per turn. For the duration of the effect add your Intelligence ability modifier to your ranged weapon attacks. Your ranged weapon attacks deal 10d8 piercing damage along with all other bonuses you would normally receive.
Each shot knocks you back 5 feet into the opposite direction of your target.
When the effect ends you have to spend your bonus action to detach the Gauss Barrel at the start of your next turn.
You can use this feature for a number of rounds equal to half your Intelligence modifier (rounded up).
Your Gauss Barrel can be used twice before requiring maintenance during a long rest.
#### Sniper
Starting at 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or 20.
### Tinkerer
You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and sizes and serve specific purposes.
#### Automated Turrets
Starting at 3rd level, you have completed your newest creations, the Automated Rook and Bishop Turrets. You can use your action to deploy or recall a Turret within 30ft. of your position. You can only have one turret deployed at a time. They gain the benefits of your Companion Bond ability.
\columnbreak
#### Sensory Input
Starting at 6th level, you have developed a head piece which allows you to see what the turret's camera perceives and hear what the turret is able to hear.
#### Tripod Stance
Starting at 11th level, you have developed stance gear for your turrets. They are able to use their action to use their stance action.
#### Promoted
Starting at 17th level, your turrets activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You can only activate this ability once, its use refreshing on after completing a long rest.
### Mammeteer
The Technician has focused their studies on the creation of autonomous creations known as Mammets.
#### Clockwork Companion
Starting at 3rd level, you have mastered the creation of mammets. You have spent a great amount of time and effort building your companion, a metal guardian who will accompany you to the ends of the earth. Your Clockwork Companion gains the benefits of your Companion's Bond ability.
#### Upgrade
Starting at 6th level, and again at the 11th and 17th levels, you select an upgrade from the proceeding list to add to your mammet.
**Archer's Upgrade.** You build a custom made crossbow for your Mammet. Your Mammet gains proficiency with the hand crossbow and is equipped with one. At the 6th level your hand crossbow deals a bonus 3 damage, this bouns increases to 4 at the 11th level and to 5 at the 17th level.
**Barbaric Upgrade.** Your Mammet gains an extra 3 hit points for each of your Machinist levels. At the 11th level this bonus is increased to 4, and at the 17th level this bonus is increased to 5.
**Fighter Upgrade.** You upgrade your mammet's blade. Your Mammet Blade action now deals 1d8+1 slashing damage. At the 11th level your mammet's blade now deals 1d10+2, and at the 17th level it now deals 1d12+3.
**Magus Upgrade.** You upgrade your mammet to allow it to invoke a certain spell. Select one cantrip and one 1st-level spell from the wizard spell list. Your mammet can cast this spell twice before requiring a long rest. The spells use the mammet's Intelligence as its spell casting ability. The spell casting DC = 8 + your proficiency bonus and the ranged spell attack bonus is your proficiency bonus. At the 11th level your mammet can cast this spell at the 2nd-level and at the 17th level your mammet can cast this spell at the 3rd-level.
**Paladin Upgrade.** Your Mammet gains the ability to use a shield. You create a custom shield for your mammet and equip it, raising its AC by 2. This bonus is increased to 3 at the 11th level and 4 at the 17th level.
#### Battle Hardened Puppet
Starting at 11th level, your mammet can make two attacks when you command it to use the Attack action.
#### Battle Bond
Starting at 17th level, you have developed an unbreakable bond with your mammet. When you make a ranged or melee weapon attack, you can use your reaction to order your mammet to make a single weapon attack as well.
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### Way of Rhalgr - Monk Archetype
Those who are students of the Fist of Rhalgr are monks from a distant realm. They spend their days worshiping their god Rhalgr, the god of destruction within their pantheon. To the monks who specialize in the Fist of Rhalgr style, to achieve perfection in martial prowess is the greatest veneration to Rhalgr.
The monks of this powerful style focus on opening chakra gates within themselves and achieving a phenomenon they refer to as Greased Lightning. This state of flow occurs as a Monk strings their blows together into long flowing combinations usually finishing off with a destructive strike in Rhalgr's honour.
#### Greased Lightning
Starting at 3rd level, you can benefit from Greased Lightning. Your onslaught of attacks has reached deadly efficiency, allowing you to enter a state of flow. If you use flurry of blows and successfully attack your target with both unarmed attacks, you can make an attack roll for one more unarmed attack with double the proficiency bonus.
#### Touch of the Elements
Starting at 6th level, you have learned a variety of elemental attunements which dictate your day. When you complete a long rest you can select one of the following boons. You receive the benefits of that element until you next complete a short rest. You can only change your selected benefit after a short rest.
**Hands of Earth.** You gain proficiency in your wisdom ability checks which you do not already have proficiency in. You can choose to change the damage of your unarmed strikes to poison for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
**Hands of Wind.** You gain proficiency in your dexterity ability checks which you do not already have proficiency in. You can change the damage of your unarmed strikes to lightning for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
**Hands of Fire.** You gain proficiency in your strength ability checks which you do not already have proficiency in. You can change the damage of your unarmed strikes to fire for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
#### Forbidden Chakra
Starting at 11th level, you have gained a significant understanding of the Fist of Rhalgr style. After connecting with a successful Greased Lightning strike, you can spend 2 Ki points to deliver a powerful blow.
**Dragon Kick.** A leaping corkscrew kick aimed at the target's head, dealing 2d8 bludgeoning damage. The target must make a constitution saving throw, on a failed save, your attacks have advantage against that target for a number of rounds equal to your Wisdom modifier.
**Elixir Field.** You leap into the air above your target and unleash a wave of Ki energy downwards, suspending yourself in the air as you burn all creatures within a 10ft. radius centered on you with raw energy. Affected creatures make a dexterity saving throw, receiving 4d8 radiant damage on a failed save and half as much on a successful save.
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**Howling Fist.** You crash your fist into the ground with tremendous force, causing a shockwave of Ki powered explosions to travel in a 15ft. line in front of you. Affected creatures make a dexterity saving throw, receiving 4d8 fire damage on a failed save and half as much on a successful save.
**Tornado Kick.** You leap into the air and deliever a series of swift but powerful kicks to your target creating a small localized tempest. The creature makes a strength saving throw receiving 4d8 bludgeoning damage on a failed save and are knocked back 10ft, and half as much on a successful save, with no knockback.
#### Perfect Balance
Starting at 17th level you can use any of the abilities offered by the Forbidden Chakra feature at any time at the cost of 2 extra Ki points. You can only do this once per long rest.
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### Ninja (Rogue Archetype)
You have chosen to study the art of the ninjas of Doma. These talented fighters have learned to channel the power from the world around them, the heavens, the earth and the hearts of man through the use of mudras or hand gestures. These traditional arts are passed down from master to student, father to son and mother to daughter. Their secrets are closely guarded by the practitioners.
Each mudra carries meaning. The Ten mudras draws power from the heavens, while the Chi mudra draws power from the earth. Jin completes the triangle, drawing power from the hearts of man. Together, these mudras allow the ninja to draw power from the world they live in.
### Shukuchi
Starting at 3rd level you have learned the secrets of shukuchi. You instantaneously travel a maximum distance of 5ft. per rogue level. You can travel over gaps in the ground, but cannot scale walls using shukuchi. At the 13th level you leave behind an optional 15ft. cube of smoke. You can only use shukuchi when you make a hide ability check or while hidden. You must expend one use of your Ten mudra to use shukuchi.
### Ninjutsu
Starting at 3rd level you gain access to the mudra 'Ten'. As an action, you can cast ninjutsu by combining mudra together. You can use each mudra a number of times equal to half your rogue level rounded down. At 9th level you gain access to the mudra 'Chi', and at 13th level you gain access to the mudra 'Jin'. Your mudra refresh after completing a long rest.
##### Ninjutsu
| Ninjutsu | Combination |
|:----:|:-------------|
| Fuma | Any single mudra |
| Shadon | Any single mudra |
| Katon | Any mudra and Ten |
| Raiton | Any mudra and Chi |
| Hyoton | Any mudra and Jin |
| Huton | One of each of the mudras |
| Doton | One of each of the mudras |
| Suiton | One of each of the mudras |
### Trick Attack
Starting at 13th level you are able to perform a trick attack. When you attack an enemy with a sneak attack, you can expend one use of each mudra to perform a trick attack. On a successful attack roll, the target becomes vulnerable causing all attack rolls to have advantage against that creature for one round, beginning after your action.
### Kassatsu
Starting at 17th level, once a day as a bonus action, after using a ninjutsu you can use a second ninjutsu which requires one fewer mudra. Kassatsu refreshes after a short rest.
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### Ninjutsu Spell List
Intelligence is the spell modifier for the following abilities. The spell casting focus for these spells is the caster's hands forming the required mudras. Spells cast through ninjutsu are cast at their base level. To cast ninjutsu at a higher spell level, you can spend the required mudra for the ninjutsu again to increase the spell level by one. You can spend mudra to increase the casting level to a maximum of the 9th level.
#### Fuma
Performing the Fuma ninjutsu allows you to cast the Ice Knife spell.
#### Shadon
Performing the Shadon ninjutsu allows you to cast the Darkness spell.
#### Katon
Performing the Katon ninjutsu allows you to cast the Fireball spell at half the maximum range.
#### Raiton
Performing the Raiton ninjutsu allows you to cast the Lightning Bolt spell at half the maximum range.
#### Hyoton
Performing the Hyoton ninjutsu allows you to cast the Ice Storm spell at half the maximum range.
#### Huton
Performing the Huton ninjutsu allows you to cast the Haste spell on yourself.
#### Doton
Performing the Doton ninjutsu allows you to cast the *Doton* spell.
#### Suiton
Performing the Suiton ninjutsu allows you to cast the *Suiton* spell.
##### Doton and Suiton
These two spells are located in the created spells section of this document.
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### Oath of the Sultansworn - Paladin Archetype
The Sultansworn were once known as fierce warriors who pledged their lives in the defense of the Sultan or Sultana of their land. These steadfast protectors sworn an oath to their rulers and their ideals, becoming paragons of justice in their cities.
Today, paladins who take the oath of the Sultansworn make this oath to protect someone of great importance, being provided with a wide selection of tools to ensure the safety of their charges.
#### Tenets of the Sultansworn
The ideals of the Sultansworn change alongside the person who they are sworn to protect. These tenets have guided them through this ever changing path.
**Shield.** Your leader is a beacon who will guide the land to prosperity. Protect them at all costs.
**Sword.** You are the sword which will protect and enforce their ideals.
**Armor.** You are the armor that will protect their interests.
#### Oath Spells
You gain oath spells at the listed paladin levels.
##### Oath of the Sultansworn Spells
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd |Heroism, Detect Poison and Disease|
| 5th |Calm Emotions, Find Traps |
| 9th |Haste, Clairvoyance|
| 13th |Fire Shield, Locate Creature|
| 17th |Mass Cure Wounds, Legend Lore|
#### Channel Divinity
When you take this oath at the 3rd level, you gain the following two Channel Divinity options.
**Cover.** As an action you are create an aetherial link with a nearby ally. All damage that ally would take is received by you instead. The link lasts a number of rounds equal to your Charisma ability modifier. You can break the link prematurely as a bonus action. The creature you are linked to must remain within 10ft. of you or the link is broken.
**Flash.** As an action your body flashes, all enemy creatures within 30ft. of you who can see you must make a Constitution saving throw. On a failed save, the creature is blinded and has disadvantage on all battle actions against targets other than you for a number of rounds equal to your Charisma ability modifier. Targets are not blinded and have disadvantage for half as long rounded down on a successful save.
#### Aura of Veil
Starting at 7th level, allies within 10 ft. of you are protected by a divine veil. As a reaction, you can choose to redirect half the damage an ally would receive to yourself.
At the 18th level, the range of this aura is increased to 30 ft.
#### Shield Oath
Starting at 15th level, your oath of protection has allowed you to block attacks easier. Using your reaction, you can spend one hit die to reduce the attack roll by the result of the roll.
#### Hallowed Ground
Starting at 20th level, you mastered a technique to channel your will into an impregnable barrier. As an action, you create a barrier which blocks all damage for a number of rounds equal to half your Charisma ability modifier rounded down. You can do so once, refreshing after a long rest.
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## Red Mage
Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.
A confident smrik spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.
As though a flower amonst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.
Red Mages have drawn on a multitude of disciplines across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.
### Crimson Mage
Some fairy tales of Gyr Albania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages, and travel the world protecting the good in the world by drawing on both white and black magic, while mixing martial prowess into a flawless battle style.
### Its Not About Fame
Their thirst for adventure, flashy style and renowned flair may lead many to believe that a Red Mage becomes an adventurer for the admiration of their fellow man, but that is not the case. Those who take the Red do so in order to take up arms to protect the good in the world and bring wrongdoers to justice. It is their heroic spirit which drives them to action, the garnered fame is just a perk.
### Creating a Red Mage
When creating a Red Mage, you must consider why they may be heading out on their adventure. Did they become fed up with the oppressive nature of the world and seek the need to become a hero to the common man? They may have learned of a plot which endangers their home, perhaps the world as a whole and will stop at nothing to end it. Maybe it is simply a need to chase the thrill of adventure and become a hero of legend.
One key consideration to make as a Red Mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful skills with an artistic flair.
### Quick Build
You can make a Red Mage quickly by following these suggestions. First make Charisma your highest ability score, followed by Dexterity. Second take the Folk Hero background. Third take the Fire Bolt, Jolt, Mage Hand and Prestidigitation cantrips, and the first level spells Chromatic Orb and Cure Wounds.
\pagebreakNum
#### The Red Mage
| Level | Proficiency Bonus | Features |Flair Points|Cantrips Known |Spells Known|1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:-----:|:---:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 |Spellcasting, Dual Casting |1 |4 |2| 2 | ā | ā | ā | ā | ā | ā | ā | ā |
| 2nd | +2 | Red Mage Style, Style Feature |2 |4 |3| 3 | ā | ā | ā | ā | ā | ā | ā | ā |
| 3rd | +2 | |3 |4 |4| 4 | 2 | ā | ā | ā | ā | ā | ā | ā |
| 4th | +2 | Ability Score Improvement |4 |5 |5| 4 | 3 | ā | ā | ā | ā | ā | ā | ā |
| 5th | +3 | Extra Attack |4 |5 |6| 4 | 3 | 2 | ā | ā | ā | ā | ā | ā |
| 6th | +3 | Style Feature |4 |5 |7| 4 | 3 | 3 | ā | ā | ā | ā | ā | ā |
| 7th | +3 | |4 |5 |8| 4 | 3 | 3 | 1 | ā | ā | ā | ā | ā |
| 8th | +3 | Ability Score Improvement |4 |5 |9| 4 | 3 | 3 | 2 | ā | ā | ā | ā | ā |
| 9th | +4 | |4 |5 |10| 4 | 3 | 3 | 3 | 1 | ā | ā | ā | ā |
| 10th | +4 | Style Feature |5 |6 |11| 4 | 3 | 3 | 3 | 2 | ā | ā | ā | ā |
| 11th | +4 | |5 |6 |12| 4 | 3 | 3 | 3 | 2 | 1 | ā | ā | ā |
| 12th | +4 | Ability Score Improvement |6 |6 |12| 4 | 3 | 3 | 3 | 2 | 2 | ā | ā | ā |
| 13th | +5 | |6 |6 |13| 4 | 3 | 3 | 3 | 2 | 2 | 1 | ā | ā |
| 14th | +5 | Style Feature |7 |6 |13| 4 | 3 | 3 | 3 | 2 | 2 | 1 | ā | ā |
| 15th | +5 | |7 |6 |14| 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | ā |
| 16th | +5 | Ability Score Improvement |8 |6 |14| 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | ā |
| 17th | +6 | |8 |6 |15| 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 18th | +6 | Battle Flourish |9 |6 |15| 4 | 3 | 3 | 3 | 3 | 3 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement |9 |6 |15| 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
| 20th | +6 | Acceleration |10 |6 |15| 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
## Class Features
As a Red Mage, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per Red Mage level
- **Hit Points at 1st Level:** 8 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Red Mage level after 1st
#### Proficiencies
___
- **Armor:** Light armor, Medium armor
- **Weapons:** Simple weapons, Battleaxes, Longswords, Rapiers, Shortswords, Whips
- **Tools:** Two sets of Artisan's Tools.
___
- **Saving Throws:** Dexterity, Charisma
- **Skills:** Choose two from Athletics, Acrobatics, Arcana, History, Insight, Persuasion.
\columnbreak
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background
- *(a)* leather or *(b)* hide
- *(a)* a rapier, *(b)* a longsword or *(c)* any simple weapon
- *(a)* a spellcasting focus
- *(a)* an explorer's pack or *(b)* a dungeoneer's pack
### Spell Casting
Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Red Mage spell list.
#### Cantrips
At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.
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#### Spell Slots
The Red Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellās level or higher. You regain all expended spell slots when you finish a long rest.
#### Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the Red Mage spell list.
The Spells Known column of the Red Mage table shows when you learn more Red Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Mage spells you know and replace it with another spell from the Red Mage spell list, which also must be of a level for which you have spell slots.
#### Spellcasting Ability
The spellcasting ability for your Red Mage spells changes depending upon the discipline you select. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.
**Spell save DC = 8** + your proficiency bonus + your Charisma modifier
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
#### Spellcasting Focus
You can use a magically conductive stone inlaid in a decorative mount other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Red Mage spells.
#### Ritual Casting
You can cast any Red Mage spell you know as a ritual if that
spell has the ritual tag.
### Flair Points
At 1st level, you gain access to Flair Points. Certain Red Mage abilities require you to spend flair points from your pool. All expended flair points are recovered after a long rest.
### Dual Cast
At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You cannot do so with a spell greater than 4th level.
### Combat Style
At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Battle Flourish
At 18th level, when you roll initiative, you recover 1d4 flair points.
### Acceleration
At the 20th level, you can cast two spells using Dual Cast, rather than one spell and one cantrip. You can only do this once before requiring a long rest.
## Battle with Style
To the Red Mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken the Red, they focus their studies on either their swordplay, magic mastery or creating striking synergy with their allies on the battlefield.
### Sword Dancer
You've taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.
#### Corps-a-corps
At 2nd level, you have mastered the art of approaching a foe with lightning speed and dilevering a powerful strike. To perform Corps-la-corps you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You take the attack action against the target, dealing a bonus 1d8 piercing damage if your attack lands.
#### Heroic Charm
At 6th level, your renaissance man nature has given you an edge in conversation. You can spend one flair point to reroll any charisma based ability check. You gain proficiency in a charisma skill of your choice.
#### Displacement
At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing upto 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit.
#### Enchanted Blade
At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You can spend one flair point to deal an additional 2d8 force damage on each damage roll when you take the attack action with this weapon. You must declare you are doing so prior to your attack roll.
\pagebreakNum
### Spell Slinger
You've decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.
#### Manification
At 2nd level, as a bonus action you can spend a number of flair points equal to twice the level of a spell you wish to cast, in place of using a spell slot.
#### Charmed I'm Sure
At 6th level, the trace amounts of magic in your body influence those you come into contact with. You can spend a flair point to gain advantage on a charisma ability check.
#### Quicksilver Casting
At 10th level, if you deal damage to a target with a cantrip, you can spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn.
#### Liquification
At 14th level, as a bonus action you can spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points.
### Battle Rose
You've focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.
#### Dazzling Diversion
At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you can spend on flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn.
#### In Good Company
At 6th level, you can spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for charisma ability checks for up to 5 minutes. You can only share your charisma ability modifiers once before requiring a short rest.
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#### Embolden
At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you can spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage for until the end of your next turn.
#### Follow My Lead
At 14th level, as a bonus action you can spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You can use this effect once before requiring a short rest.
\pagebreakNum
## Samurai
The young man stands before a ferocious beast, his blade still sheathed the villagers look on in horror as it closes in on its prey. With a smirk the man draws his blade and in a few lightning quick strokes, the beast falls with a thud.
The experienced veteran stands before a group of bandits. Their untrained strikes are easily dodged by the man, as he delivers blow after viscious blow, punishing each of their failed attempts on his life.
A young woman wanders into the city, her identity hidden beneath her shade. She hears of the oppression of the people in the village by the local lord. She nods to herself, knowing she has arrived at yet another town which would be better off without a master.
Far across the churning waves, beneath the rising sun, an island nation gave birth to a prolific style of swordplay. These noble warriors were sworn to their masters as their protectors, willing to give up their lives to see their duty complete. Honour or death was a common ideal for these disciplined soldiers.
### Swordsmen of Legend
The Samurai are legendary swordsmen who lived by a code of honour. In service to the lords of their regions, they protected their lands with their lives and enforced their law without question. To do so, the Samurai nourished a timeless style of swordplay which remains mythic in its reputation to this day.
### The Power Within
The Samurai draw on inner energies and an unshakeable discipline. These are the tools which the Samurai built their reputation. To take up and master the katana is to enter a league of your own, though not every samurai has been known to wield the blade for a master, some choosing to follow their own code and travel the world.
### Creating a Samurai
When creating a Samurai, you have to decide how they became involved in the discipline. Were they born into the tradition, being the son of a samurai or lord? Perhaps they fight in a self-taught style which they continually hone through their travels.
Ontop of their roots as a samurai, you must consider why you fight as a samurai. Are you on a quest on behalf of a lord, or directly protecting their master's lands. Perhaps they cast off their ties to their masters and teachers altogether and travel the world for their own gain, or the protection of the common man.
### Quick Build
You can make a Samurai quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Soldier background.
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#### The Samurai
| Level | Proficiency Bonus | Features |
|:----:|:---:|:----|:---:|:---:|
| 1st | +2 |Artful Combat, Unarmoured Defense |
| 2nd | +2 |Sen, Higanbana, Code of Honour |
| 3rd | +2 |Samurai Archetype, Archetype Feature |
| 4th | +2 |Ability Score Improvement |
| 5th | +3 |Extra Attack |
| 6th | +3 |Samurai Archetype |
| 7th | +3 |Evasion |
| 8th | +3 |Ability Score Improvement |
| 9th | +4 |Studied Disciple |
| 10th | +4 |Samurai Archetype Feature |
| 11th | +4 |Forceful Meditation |
| 12th | +4 |Ability Score Improvement |
| 13th | +5 |Whispers of the Kami |
| 14th | +5 |Samurai Archetype Feature |
| 15th | +5 |Effective Meditation |
| 16th | +5 |Ability Score Improvement |
| 17th | +6 |Artisan of Combat |
| 18th | +6 |Midare Setsugekka |
| 19th | +6 |Ability Score Improvement |
| 20th | +6 |Meikyo Shisui |
## Class Features
As a Samurai, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per Samurai level
- **Hit Points at 1st Level:** 10 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Samurai level after 1st
#### Proficiencies
___
- **Armor:** Light, Medium Armour
- **Weapons:** simple weapons, martial Weapons
- **Tools:** None
___
- **Saving Throws:** Strength, Wisdom
- **Skills:** Choose two from Athletics, Acrobatics, History, Insight, and Intimidation.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background
- *(a)* a katana
- *(a)* a short bow and 20 arrows
- *(a)* an explorer's pack or *(b)* a dungeoneer's pack
- a decorative scabard for your katana.
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> ##### Katanas in Dungeons & Dragons
> Samurai are known as masters of the katana, but their key weapon of choice is not listed in the Player's Handbook. As stated in the Dungeon Master's Guide (pg. 41) apply the stats of a longsword to the katana. There are substitutes for many different weapons like this which can be found in the Dungeon Master's Guide.
### Artful Combat
Starting at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.
### Unarmoured Defense
Also beginning at 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can not use a shield and still gain this benefit.
\pagebreakNum
### Sen
Starting at 2nd level, you are capable of building Sen within your body, three types of energy known as Setsu, Gekko and Ka. You can only hold one charge of each type of Sen in your body at a time. During battle, when you land a melee weapon attack you gain 1 charge of Sen. You can only gain one charge in a round of combat. If you choose to spend a stack of Sen during your action, you cannot gain Sen in this way during that round. 5 minutes after battle, your Sen charges fade.
### Higanbana
Also starting at 2nd level, you can spend one Sen charge to perform Higanbana. You unleash a series of feinting strikes with your blade which seem to ignore time. Take the attack action, if you are successful, as a bonus action for the next minute, you can trigger the effect of Higanbana once, dealing 1d10 damage of your weapon type.
### Code of Honour
At 2nd level, when performing Charisma ability checks on intelligent creatures which you know have an organized martial background, you have advantage on the check.
### Samurai Archetype
At 3rd level, you select a way of the blade. The Iaijatsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battle field, dancing through the fray.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Evasion
Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
### Studied Disciple
At 9th level, you have balanced your might with your mind. You can learn any two skills which fall under Intelligence, Wisdom, or Charisma.
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### Forceful Meditation
At 11th level, during battle you can forcibly draw Sen into your body. Using your action, you can spend a number of hit die equal to the number Sen charges you wish to recover up to 3 charges. You can only perform Forceful Meditation once, becoming capable of doing so again after a long rest.
### Whispers of the Kami
At 13th level, you have learned to attune yourself to the world around you and listen to the spirits which surround you. Select two of the following spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants. You can cast either spell once before requiring a long rest.
### Effective Meditation
At 15th level, if you recover hit points during a short rest, you begin the next battle with one Sen charge.
### Artisan of Combat
Starting at 17th level, while wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 18-20.
### Midare Setsugekka
At 18th level, you can spend 3 Sen charges to deliver a series of devestating slashes in an instant. As an action you make four attack rolls against a target creature.
### Meikyo Shisui
At 20th level, you can turn your body into a conductor for Sen energy. You can freely use Sen charges for 1 minute. You can not use more than 3 Sen charges for one action. You can only use Meikyo Shisui once before requiring a long rest.
\pagebreakNum
## Way of the Blade
A Samurai is reknown for their code of honour, their skill with a blade and the effort they put into their training. As a Samurai you must choose a way in which you will master the way of the blade, be a traditional mastery in the Iaijatsu style, or a more defense approach as a Blade Master. Perhaps you have turned from tradition all together and became your own master, a Ronin. No matter the path you've chosen, you wield power.
### Iaijatsu Style
You have trained in the traditional Iaijatsu style of swordplay. You are trained in delivering deadly blows with great power and precision.
#### Enpi
Starting at 3rd level, you can spend one charge of your Sen to use your attack action as a ranged attack on a target up to 30ft. away by letting loose a blade of energy from your weapon. Your modifiers are applied as normal.
#### Body of Steel
Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
#### Tenka Goken
At 9th level, you can spend 2 sen to deliver a series of attacks with incredible speed and focus. You take the attack action against all creatures in a 15ft. cone in front of you. The Extra Attack ability does not apply to these attacks.
#### Hissatsu: Kaiten
At the 14th level, you can spend one charge of your Sen prior to making use of an ability which uses Sen. The attack accompanying the Sen ability deals an additional 2d10 damage of your weapon's type.
### The Blademaster
A skillful offense can bring awe to a crowd, but it is a flawless defense which willl keep you alive, or so a Blademaster would have you believe. These skilled swordsmen are patient warriors, prefering to dodge and counterattack their foes, rather than rush them down.
#### Hissatsu: Chiten
Starting at 3rd level, when a creature fails to hit you with a melee weapon attack, you can use your reaction to make an attack of opportunity.
#### Hardened Mind
At 6th level, your defensive fighting style and cool head have helped you learn how to best discern the location of traps. You have advantage while making perception checks while looking for traps and hidden passages.
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#### Mind's Eye
At 9th level, when a creature makes a melee weapon attack against you, as a reaction you can spend a number of sen gauge charges to increase your armor class by 1 for each charge spent. You must declare you are doing this before the die result is decided.
#### Whirling Blades
At the 17th level, you can take two reactions in each round of combat.
### Ronin
You have cast off any ties you have to a master and have become a Ronin. Your sense of honour remains, but falls under no man's control. You are your own master and your fighting style has evolved to show this, allowing you to weave through battles with ease.
#### Hissatsu: Gyoten
At 3rd level, you can spend one charge of your Sen to charge a target creature with lightning speed. Select a creature within 30ft. of you and move in a straight line towards them, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you can take your attack action, doing so with advantage.
#### Well Travelled Soul
At 6th level, your travels as a Ronin have granted you a great deal of experience in the world as a traveller. Select a type of terrain you have expertise in travelling across from the following: arctic, coast, desert, forest, grassland, mountain, or swamplands. When making ability checks related to this type of terrain your proficiency bonus is doubled if you are proficient in the skill, or added if you are not proficient. Difficult terrain in this environment does not slow your progress and you are unaffected by this type of difficult terrain during battle.
#### Hissatsu: Yaten
At 9th level, you can spend one charge of your Sen to deliver a parting blow on a creature. Take your attack action with advantage. After delivering your attack you move straight backwards 10ft. without provoking an attack of opportunity.
#### Yukikaze
14th level, you've learned to discern holes in your opponents guard, allowing you to make more effective strikes. As a bonus action, you can spend one Sen charge to add up to half your Wisdom modifier, rounded up, to your attack and damage rolls for the remainder of your turn.
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## Warrior
A Roegadyn woman stands locked in combat with a hobgoblin. With each swing of his blade, she meets with ferocity and powerful blows. The battle rages on, the woman feeding off the ecstasy of battle, receiving succor with each blow she lands.
A man dashes into the heat of battle, his battleax swinging wildly around him. He lets out an earth shaking battle cry as he crushes the ground and all those around him with explosive force.
A lightly armored figure stands at his ally's sides. His powerful voice echoes out across the field, empowering his allies as he leads his comrades into battle, axe drawn and swinging like a tempest of steel and iron.
Like a symbol crash in an orchestra, a warrior is an explosive force which stands out in any situation. Their booming voice, raw strength and powerful strikes are their tools for victory.
### Indomitable Forces
The warrior finds their roots in ancient tribes akin to barbarians. These fearless fighters are peerless in their control of a force which they call the inner beast. Warriors often come from tribal backgrounds in which they learn to nurture and control this inner animal, which in turn grants them beast like strength and ferocity. Warrior bands once roamed unsettled lands as nomads, enjoying the boons which nature offers and defending the weak from those who would do them harm.
### Unending Rage
Not unlike nature itself, a Warrior has the potential to become a relentless force of destruction. Like a raging forest fire, or an all consuming tidal wave, a warrior can unleash their inner beast to harness its rage. This state of being is known as berserking. While berserking, Warriors continually chase foes and defend allies, using their bloodlust to keep themselves in the battle as a threat.
### Creating a Warrior
When creating a Warrior, one must consider their origins as a warrior. Are you a descendant of the ancient tribes from which warriors are able to draw their lineage? Perhaps you were a fledgling adventurer who found a mentor in the form of a former warrior who passed on the secrets of the inner beast. Perhaps you had a natural attunement to the ways of the warrior and have developed your skills without guidance.
You must also consider why you have set out on your life of adventuring? As a warrior, have you decided to seek out dangerous challenges to sharpen your skills or sate the appetite of the hungry beast inside you? Perhaps you have taken up arms in defense of your tribe, a village or a loved one? Warriors set out for any number of reasons.
### Quick Build
You can make a Warrior quickly by following these suggestions. First make Strength your highest ability score, following with Constitution. Second take the Outlander background.
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#### The Warrior
| Level | Proficiency Bonus | Features | Berserks|Berserk Damage|
|:----:|:---:|:----|:---:|:---:|
| 1st | +2 |Fighting Style, Berserk | 2 |+2|
| 2nd | +2 |Roaring Voice | 2 |+2|
| 3rd | +2 |Warrior Archetype | 3 |+2|
| 4th | +2 |Ability Score Improvement | 3 |+2|
| 5th | +3 |Extra Attack | 3 |+2|
| 6th | +3 |Shattering Call | 4 |+2|
| 7th | +3 |Fracture | 4 |+2|
| 8th | +3 |Ability Score Improvement | 4 |+2|
| 9th | +4 |Warrior Archetype Feature | 4 |+3|
| 10th | +4 |Thrill of Battle | 4 |+3|
| 11th | +4 |Vengeance | 4 |+3|
| 12th | +4 |Ability Score Improvement | 5 |+3|
| 13th | +5 |Warrior Archetype Feature | 5 |+3|
| 14th | +5 |Inspiring Commander | 5 |+3|
| 15th | +5 |Equilibrium | 5 |+3|
| 16th | +5 |Ability Score Improvement | 5 |+3|
| 17th | +6 |Warrior Archetype Feature | 6 |+4|
| 18th | +6 |Holmgang | 6 |+4|
| 19th | +6 |Ability Score Improvement | 6 |+4|
| 20th | +6 |Infuriate | 6 |+4|
## Class Features
As a Warrior, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d12 per Warrior level
- **Hit Points at 1st Level:** 12 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d12 (or 8) + your Constitution modifier per Warrior level after 1st
#### Proficiencies
___
- **Armor:** All armor
- **Weapons:** simple weapons, martial Weapons
- **Tools:** None
___
- **Saving Throws:** Strength, Constitution
- **Skills:** Choose two from Animal Handling, Athletics, History, Intimidation, Insight, Survival.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background
- *(a)* a martial weapon
- *(a)* a short bow and 20 arrows or *(b)* two hand axes
- *(a)* an explorer's pack or *(b)* a dungeoneer's pack
- chain mail and a carved wooden idol related to your heritage.
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### Fighting Style
Starting at 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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### Berserk
Starting at 1st level you are able to enter a berserk state of mind, riling yourself into an unstoppable rage. While berserking you gain the following benefits:
- You have advantage on Strength checks and saving throws.
- When you make a melee weapon attack using Strength, you gain bonus a bonus to the damage roll that increases as you gain levels as a Warrior, as shown in the Berserk Damage column of the Warrior table.
- You are able to build stacks of Wrath, gaining one stack of wrath each time you land a melee weapon attack, and a bonus stack of wrath when you gain two stacks of wrath in one attack action.
If you are able to cast spells, you are unable to do so while berserking due to an inability to concentrate.
Your berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk on your turn as a bonus action. For one round after your berserk state ends, you cannot use the extra attack ability and your base movement speed is halved due to fatigue.
Once you have gone berserk the number of times shown in for your warrior level level in the Berserks column of the Warrior table, you must finish a long rest before you can berserk again.
#### Wrath
Wrath is the resource used by Warriors to empower their strikes. Different archetypes use up their stacks to unleash different powerful abilities. You gain stacks of wrath while berserking, gaining one stack of wrath at the start of your turn and each time you make a successful attack roll using a melee weapon attack. You can have a maximum of five stacks of Wrath saved. These stacks are lost when Berserk ends.
### Roaring Voice
Starting at 2nd level you are able to channel your inner beast into your presence. As a bonus action you are able to cast the Thaumaturgy cantrip on yourself to increase the volume of your voice up to 3 times its regular volume and give your eyes a fiery appearance.
### Defiance
Starting at 2nd level your iron will allows you to be unshakable in the face of danger. When an enemy that you can see makes a melee attack against you, you can use your reaction to increase your Armor Class against the attack by 2. You must use this feature before the DM says wether the attack suceeds or fails. You can use this feature a number of times equal to half your Constitution modifier rounded up (minimum of once), before requiring a long rest.
### Warrior Archetype
At 3rd level, you select the tradition under which your warrior has trained. The Defiant tradition focus on restraining the inner beast of the warrior, and letting its power out only when needed. The Reckless tradition focuses on allowing the inner beast to run wild, fighting alongside its power to lay your enemies low. The Marauder has turned from harnessing their inner beast to become fierce fighters on their own power.
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### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Shattering Call
Starting at 6th level, while you are under the effects of Roaring Voice, you are able to weaken the force of will of a target creature. The target of shattering call has disadvantage on charisma checks and saving throws. You can use shattering call three times and your expended uses of shattering call refresh when you finish a long rest.
### Fracture
Starting at 7th level, you have learned to use your weapons outside of their intended purpose. You are able to inflict blunt damage with any melee weapon attack. Additionally, you can spend one stack of wrath to deal an additional 1d6 damage on a melee weapon attack. You can spend an additional two or four stacks of wrath, dealing an additional 1d6 damage during your next turn or the your next two turns respectively. You must declare you are using this effect prior to the attack roll.
### Thrill of Battle
Starting at 10th level, as a bonus action you can spend 3 stacks of Wrath to receive 1d12 temporary hit points. You can use thrill of battle three times, your expended uses refreshing when you finish a short or long rest.
### Vengeance
Starting at 11th level, as an action you can spend 3 stacks of wrath to invoke vengeance. For a number of rounds equal to your constitution modifier, you receive 1d6 less damage on all damage rolls against you. Additionally, enemies who attack you under this effect receive 2d4 force damage. You can use this effect three times, your expended uses of vengeance refresh when you finish a long rest.
### Inspiring Commander
Starting at 14th level, while under the effect of roaring voice, you can use your powerful voice to inspire an ally, giving them advantage on a strength, dexterity and charisma ability checks for one minute. You can use inspiring commander three times. Your expended uses refresh when you finish a long rest.
### Equilibrium
Starting at 15th level, you are able to bring succor to yourself through incredibly quick and efficient meditation. In seconds you are able to soothe your inner beast to heal yourself. As a bonus action you can spend 4 stacks of wrath to use up to half of your hit dice and recover hit points as if you were taking a short rest using the expended dice.
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### Holmgang
Starting at 18th level, as a bonus action you are able to bind yourself to another creature. The target of holmgang must be within 10ft. of you and pass a Strength DC = 10 + Strength Modifier. On a failed save, the target creature is dragged directly within 5ft. of you. Holmgang lasts for a number of rounds equal to your strength ability modifier. While Holmgang is active, your base walking speed is 0ft. and the affected creature cannot move outside of a 5ft. radius of you. Additionally, while Holmgang is active, your hit points cannot fall below 1. You can use holmgang once, becoming able to activate holmgang again after completing a long rest.
### Infuriate
Starting at 20th level, you may gain 5 stacks of wrath as a bonus action. Infuriate can only be used once, you are able to use infuriate again after completing a short or long rest.
## The Beast Within
Warriors believe there is a beast within all the hearts of man. It is from this beastial force that they derive their power. There are two traditional approaches to working alongside one's inner beast. The Defiant tradition has the warrior stand in opposition to the destructive forces of the inner beast, while The Reckless tradition sees the warrior allow this beast to run wild, directing the destructive forces unmitigated.
### The Defiant
A warrior who has cut their teeth under the defiant tradition has tamed the beast within their heart, and gained great control over it. They channel the strength from this force only when it is needed, and are able to fight defensively with the help of such forces. Finding succor in the destruction of their foes and defense of their friends sees a defiant warrior become a powerful ally.
#### Storm's Path
Starting at 3rd level, you can spend two stacks of wrath to activate Storm's Path. Prior to your attack roll declare that you are using Storm's Path and lose the required stacks. On a successful melee weapon attack, the target creature makes a Strength DC = 8 + proficiency bonus + Strength modifier. On a failed save, you recover 1d8 hit points and the target creature has disadvantage on all attacks for one round beginning at the end of the warrior's turn. This attack does not generate a stack of wrath.
#### Inner Beast
Starting at 9th level, you can spend five stacks of wrath to use inner beast as an action. You make a melee weapon attack against a target creature. On a successful attack roll you deal your normal weapon as well as recover hit points equal to 2d8+6 hit points and deal equal bonus damage. The next two attack rolls against you have disadvantage. This attack does not generate a stack of wrath.
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#### The Beast's Breath
Starting at 13th level, while under the effect of roaring voice you are able to cast Thunderwave at the second level using two stacks of wrath. For each extra stack of wrath you spend, Thunderwave is cast at a higher spell casting level.
#### Steel Cyclone
Starting at 17th level, you can spend five stacks of wrath to us steel cyclone as an action. Make an attack and damage roll against all creatures within 5 ft. of you. You recover hit points equal to #d6, where number is the number of creatures you strike. Creatures who are damaged have disadvantage against targets other than you for one round beginning immediately.
\pagebreakNum
### The Reckless
A warrior of the Reckless Tradition has grown alongside their inner beast. They allow this force to take over and push their bodies to incredible feats of strength. They fight without care for their own safety, allowing bloodlust to take over. A reckless warrior's inner beast is hungry, and they allow this overwhelming force to feed without a thought of reserve.
#### Storm's Eye
Starting at 3rd level, you can spend two stacks of wrath to activate Storm's Eye. Prior to your attack roll declare that you are using Storm's Eye and lose the required stacks. On a successful melee weapon attack, the target creature makes a Strength DC = 8 + proficiency bonus + Strength modifier. On a failed save, you have advantage on all attacks against that creature for one round beginning at the end of the warrior's turn. This attack does not generate a stack of wrath.
#### Fell Cleave
Starting at 9th level, you can spend five stacks of wrath to use Fell Cleave as an action. Make an attack roll against a single creature within melee weapon range. This attack has a critical range of 16-20. You can spend up to half your hit die and roll them to add the result as bonus damage to your damage roll. This attack does not generate a stack of wrath
#### The Beast's Shout
Starting at 13th level, while under the effect of roaring voice you are able to cast Shatter at the second level using two stacks of wrath. For each extra stack of wrath you spend, Shatter is cast at a higher spell casting level.
#### Decimate
Starting at 17th level, you can spend five stacks of wrath use decimate as an action. Make an attack roll against all creatures within 10 ft. of you. You can spend up to a quarter of your hit die and roll them to add the result as bonus damage to your damage roll on all successful attacks. This does not genereate any stacks of wrath.
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### The Marauder
Some warriors choose to walk away from their inner beast, or try as they may, never make contact with this ferocious being within their hearts. Despite the abandonment or loss of their inner beast, a Marauder has trained extensively to compentsate for these losses. Marauders fight with the same ferocity as those with their beasts intact, but only look to themselves as the source of power.
#### Blood Bath
Starting at 3rd level, you are able to enter a blood lust. As a bonus action you can spend four stacks of wrath, you recover 1d4 hit points each time you complete a successful attack roll. This effect lasts for a number of rounds equal to your strength ability modifier and can only be activated once, your expended use refreshes when you finish a short or long rest.
#### Butcher's Block
Starting at 9th level, you can spend five stacks of wrath use butcher's block as an action. Make a melee weapon attack roll. Your single attack roll counts for two damage rolls of your weapon and activates Blood Bath twice. This attack does not generate stacks of wrath.
#### Empowering Howl
Starting at 13th level, while under the effect of roaring voice you are able to cast Heroism at the second level using two stacks of wrath. For each extra stack of wrath you spend, Heroism is cast at a higher spell casting level.
#### Overpower
Starting at 17th level, at the cost of 5 stacks of wrath, you can cast Destructive Wave at the 5th level. Strength is the spell casting modifier for this spell.
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## White Mage
A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth it's power. With a flick of his wrist the land parted and erupted sending his foe toppling to the ground.
A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, it's power is shared with her, allowing her to close the wounds of her dying friend.
A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.
Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the word. They are level headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.
### One with the land
White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers.
### Patrons of Light
White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.
### Creating a White Mage
When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came.
\pagebreakNum
#### The White Mage
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:----:|:---:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 |Spellcasting, Soothe Sayer | 4 | 2 | 2 | ā | ā | ā | ā | ā | ā | ā | ā |
| 2nd | +2 |Magical Discipline, Intervention| 4 | 3 | 3 | ā | ā | ā | ā | ā | ā | ā | ā |
| 3rd | +2 | | 4 | 4 | 4 | 2 | ā | ā | ā | ā | ā | ā | ā |
| 4th | +2 |Ability Score Improvement | 5 | 5 | 4 | 3 | ā | ā | ā | ā | ā | ā | ā |
| 5th | +3 | | 5 | 6 | 4 | 3 | 2 | ā | ā | ā | ā | ā | ā |
| 6th | +3 |Discipline Feature | 5 | 7 | 4 | 3 | 3 | ā | ā | ā | ā | ā | ā |
| 7th | +3 | | 5 | 8 | 4 | 3 | 3 | 1 | ā | ā | ā | ā | ā |
| 8th | +3 |Ability Score Improvement | 6 | 9 | 4 | 3 | 3 | 2 | ā | ā | ā | ā | ā |
| 9th | +4 | | 6 | 10| 4 | 3 | 3 | 3 | 1 | ā | ā | ā | ā |
| 10th | +4 |Discipline Feature | 6 | 11| 4 | 3 | 3 | 3 | 2 | ā | ā | ā | ā |
| 11th | +4 | | 6 | 12| 4 | 3 | 3 | 3 | 2 | 1 | ā | ā | ā |
| 12th | +4 |Ability Score Improvement | 6 | 12| 4 | 3 | 3 | 3 | 2 | 1 | ā | ā | ā |
| 13th | +5 | | 6 | 13| 4 | 3 | 3 | 3 | 2 | 1 | 1 | ā | ā |
| 14th | +5 |Discipline Feature | 6 | 13| 4 | 3 | 3 | 3 | 2 | 1 | 1 | ā | ā |
| 15th | +5 | | 6 | 14| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ā |
| 16th | +5 |Ability Score Improvement | 6 | 14| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ā |
| 17th | +6 | | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 |Conservation of Life | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 |Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 |Worldly Bond | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Quick Build
You can make a White Mage quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second select the Healer discipline. Third take the Acolyte background. Fourth, take the Guidance, Light Sacred Flame, and Spare the Dying cantrips and the first level spells Cure Wounds and Heroism.
## Class Features
As a White Mage, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d6 per White Mage level
- **Hit Points at 1st Level:** 6 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Constituion modifier per White Mage level after 1st
#### Proficiencies
___
- **Armor:** None
- **Weapons:** Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
- **Tools:** None
\columnbreak
___
- **Saving Throws:** Wisdom, Charisma
- **Skills:** Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Medicine.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a dagger
- a spell casting focus (a cane, staff, wand or similar object)
- *(a)* an explorer's pack or *(b)* a scholar's pack
### Spell Casting
Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the White Mage spell list.
\pagebreakNum
#### Cantrips
At 1st level, you know 4 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table.
#### Spell Slots
The White Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellās level or higher. You regain all expended spell slots when you finish a long rest.
#### Spells Known of 1st Level and Higher
You know 3 1st-level spells of your choice from the White Mage spell list.
The Spells Known column of the Mage table shows when you learn more White Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the White Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots.
#### Spellcasting Ability
The spellcasting ability for your White Mage spells changes depending upon the discipline you select. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a White Mage spell you cast and when making an attack roll with one.
**Spell save DC = 8** + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
#### Spellcasting Focus
You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your White Mage spells.
#### Ritual Casting
You can cast any White Mage spell you know as a ritual if that spell has the ritual tag.
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### Soothe Sayer
Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
### Conjury Discipline
At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level.
### Confession
Starting at 2nd level, each time you cast a spell which restores hitpoints to a creature during combat, you gain a charge of holy energy in your body known as Confession. You can spend charges of Confession to make use of various White Mage abilities. You can only gain one charge of Confession from each spell cast. You cannot hold more than three Confession charges in your body. If your hit points are reduced to 0 and you fall unconscious, you lose all Confession charges held in your body. You lose all Confession charges upon completing a long rest.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Conservation of Life
Starting at 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for 2d8 + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once, refreshing after a long rest.
### Graceful Healer
Starting at 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.
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## The Protectors of the Future
The White Mages goal in life is to safeguard the future through the use of the inherent magic hidden within the land. This has lead to three paths which a white mage chooses between to help focus what power they draw forth. An elementalist uses the power of nature to control earth, wind and water in defense of the land. The spirit master uses the essence of the world alongside the magic within their allies to bring forth powerful healing spells. The Ampdapori makes use of the power of light to bring forth a powerful advantage against blasphemous invaders to their realm.
### Elementalist
White Mages who choose to focus on manipulating the elements around them come to be known as elementalists. They are able to work very closely with the elementals living across the land to borrow their strength and knowledge, turning the world itself into an ally.
##### Expanded Spell List
| Spell Level | Spell |
|:----:|:-------------|
| 1st | *Earth Tremor, Thunderwave* |
| 2nd | *Earthbind, Maximilian's Earthen Grasp* |
| 3rd | *Erupting Earth, Melf's Minute Meteors* |
| 4th | *Stoneskin, Watery Sphere* |
| 5th | *Conjure Elemental, Control Wind* |
#### Elemental Aid
Starting at 2nd level, as a reaction you can spend a Confession charge to call on aid from the elementals to resist your enemies. For your next saving throw, you gain advantage on Strength and Dexterity saving throws.
#### Eyes of the Elementals
Starting at 6th level, you can commune with the elementals in the surrounding area. You gain a mental map of an area of 2 mile radius centered on you. You must spend 15 minutes meditating while elementals share this information about the surrounding area with you. You can only commune with the elementals in this way once, your ability to do so refreshing after a long rest.
#### Attuned Resistance
Starting at 10th level, you have developed an innate resistance to elemental magic. You have resistance to cold, fire and lightning damage.
#### Elemental Conversion
Starting at 14th level, you are able to convert your Confession charges into raw elemental energy. You can spend a number of Confession charges equal to the spell level of a spell you know which does not restore hit points to a creature and use the Confession charges in place of a spell slot.
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### Spirit Master
A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash increadibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.
##### Expanded Spell List
| Spell Level | Spell |
|:----:|:-------------|
| 1st | *Heroism, Sanctuary* |
| 2nd | *Enhance Ability, Protection from Poison* |
| 3rd | *Beacon of Hope, Revivify* |
| 4th | *Regen, Tetragrammaton* |
| 5th | *Assize, Mass Cure Wounds* |
#### Shroud of Saints
Starting at 2nd level, as a bonus action you can spend a Confession charge to shroud yourself in light. Melee and ranged attacks against you have disadvantage until your next action.
#### Surging Succor
Starting at 6th level, you can spend a Confession charge to cause the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
#### Clerical Smite
Starting at 10th level, you can spend a Confession charge to cast a healing spell on a target creature and deal radiant damage instead of healing if the total amount of hit points recovered is decided through rolling dice. This effect cannot be used with spells greater than the 5th level.
#### Touch of the Padjal
Starting at 14th level, you can spend a Confession charge when you cast a healing spell. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. You do not gain a Confession charge after this healing spell.
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### Ampdapori
Some White Mages focus on the role of repelling those who do not belong in the world from it, relying on light and holy magic to drive the undead and fiends from the world through destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy magic to smite out blasphemous creatures from the land.
##### Expanded Spell List
| Spell Level | Spell |
|:----:|:-------------|
| 1st | *Banish, Bless* |
| 2nd | *Moonbeam, Sleep* |
| 3rd | *Daylight, Spirit Guardians* |
| 4th | *Banishment, Wall of Fire* |
| 5th | *Holy, Hallow* |
#### Light's Blessing
Starting at 2nd level, if you are unarmoured, your armour class increases by 1 for each charge of Confession you hold in your body. While you hold a Confession charge in your body, you have resistance to necrotic damage.
#### Inquisitor's Light
Starting at 6th level, you can spend 15 minutes communing with the elementals to learn the location of any undead or fiend creatures within a 1 mile radius. You can only do this once before, your ability to do so refreshing after a long rest.
#### Ampdapori Protection
Starting at 10th level, as an action you can spend a Confession charge to grant necrotic resistance to your allies for a number of rounds equal to your Wisdom modifier. All allies within a 15ft. radius centered on you gain this resistance. You can only use this ability once, use of this ability refreshing after a long rest.
#### Purge
Starting at 14th level, you can spend one Confession charge to gain advantage on spells cast against undead and fiend creatures. On a successful spell against an undead or fiend target, you deal a bonus 4d6 radiant damage. At the 17th level this bonus damage is increased to 6d6.
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## Bonus Class: Blue Mage
After careful preparation and intensive study, a man wearing blue robes makes careful notes of a dangerous beast just outside of the reach of an arrow. When their study is complete they make the call and their allies strike out against the beast, listening to the insights the researcher had found.
A woman wearing tough leather armour mixed with long following lengths of blue fabric skillfully strikes out with the scimitar. With grace and power, the woman unleashes one of the many monstrous souls she's absrobed, shrouding their foe in flames.
The Blue Mage is a curious soul who has entwined their life with that of the monsters and beasts who roam the world. Whether writing a chronical of all the monsters in the world, or stealing their powers to defend their homes from the beasts, Blue Mages make for clever, viscious and dependable allies who can find a place of comfort anywhere on the battle field.
### Ode to Monsters
The Blue Mage's trademark ability is their uncanny mastery over the souls of monsters. Lore Keepers craft their magic to mimic the skills of monsters, appearing as beast mages, while Fell Guards go a step forward and absorb the life force of monsters and use it to fuel their magic. Regardless of approach, Blue Mages are renowned for fighting like monsters, unsettling their enemies and at times even their allies.
### The Azure Soul
The Blue Mage has taken part in sacred rites to open their very soul up to monstrous energies. Fell Guards and to a lesser degree Lore Keepers, are at risk of allowthing their ery souls to be corruptted by letting the essence of monsters into their bodies. Using this essence the Blue Mage is able to fuel what they call their Azure Soul.
### Creating a Blue Mage
When creating a Blue Mage one must consider how you came to know of Blue Magic. Did you meet a strange wanderer who assisted you in the rites? Perhaps you encountered a legendary beast when at a young age, affecting you in unforeseen ways. You must also consider the role that you will serve in the world in relation to monsters. Are your pursuits scholarly or are they of a more protective nature? Perhaps you seek out rare monsters to better yourself as a warrior.
##### Disclaimer
The Blue Mage is a class which will require the player and Dungeon Master to work together so that it works properly. If your DM doesn't want to go through the work of managing monster links, that's alright. Use the spells known progression of the sorcerer from the Player's Handbook and pick from the spell list as you normally would.
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#### The Blue Mage
| Level | Proficiency Bonus | Features |Monster Links | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 |Azure Lore, Monster Tracker, Blue Mage Origin | 2 | 4 | 2 | ā | ā | ā | ā | ā | ā | ā | ā |
| 2nd | +2 |Libra | 2 | 4 | 3 | ā | ā | ā | ā | ā | ā | ā | ā |
| 3rd | +2 | | 3 | 4 | 4 | 2 | ā | ā | ā | ā | ā | ā | ā |
| 4th | +2 |Ability Score Improvement | 3 | 5 | 4 | 3 | ā | ā | ā | ā | ā | ā | ā |
| 5th | +3 | | 4 | 5 | 4 | 3 | 2 | ā | ā | ā | ā | ā | ā |
| 6th | +3 |Origin Feature | 4 | 5 | 4 | 3 | 3 | ā | ā | ā | ā | ā | ā |
| 7th | +3 | | 5 | 5 | 4 | 3 | 3 | 1 | ā | ā | ā | ā | ā |
| 8th | +3 |Ability Score Improvement | 5 | 6 | 4 | 3 | 3 | 2 | ā | ā | ā | ā | ā |
| 9th | +4 | | 6 | 6 | 4 | 3 | 3 | 3 | 1 | ā | ā | ā | ā |
| 10th| +4 |Origin Feature | 6 | 6 | 4 | 3 | 3 | 3 | 2 | ā | ā | ā | ā |
| 11th | +4 | | 7 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | ā | ā | ā |
| 12th | +4 |Ability Score Improvement | 7 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | ā | ā | ā |
| 13th | +5 | | 8 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ā | ā |
| 14th | +5 |Origin Feature | 8 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ā | ā |
| 15th | +5 | | 9 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ā |
| 16th | +5 |Ability Score Improvement | 9 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ā |
| 17th | +6 | | 10 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 |Azure Hold | 10 | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 |Ability Score Improvement | 10 | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 |Azure Specialist | 10 | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Quick Build
You can make a Blue Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Dexterity. Second take the Sage background. Third select the Lore Keeper origin. Fourth, select the Auroch and Drake monster links.
## Class Features
As a Blue Mage, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per Blue Mage level
- **Hit Points at 1st Level:** 8 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constituion modifier per Blue Mage level after 1st
#### Proficiencies
___
- **Armor:** Light Armour
- **Weapons:** Simple Weapons, Long Swords, Scimitars, Short Swords.
- **Tools:** None
___
- **Saving Throws:** Dexterity, Intelligence
- **Skills:** Choose two from Athletics, Arcana, History, Nature, Animal Handling, Perception, Suvival, Intimidation.
\columnbreak
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a dagger
- a *(a)* longsword or *(b)* scimitar
- a set of clothes
- a components pouch
- *(b)* leather armour
- *(a)* an explorer's pack or *(b)* a scholar's pack
### Azure Lore
Your experience in the field of magic, monsters and their abilities has granted you spellcasting abilities. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Blue Mage spell list.
#### Cantrips
At 1st level, you know 4 cantrips of your choice from the Blue Mage spell list. You learn additional Blue Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table.
\pagebreakNum
#### Spell Slots
The Blue Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellās level or higher. You regain all expended spell slots when you finish a long rest.
#### Spells Known of 1st Level and Higher
You know all spells attached to the monster links you are currently accessing. You can only know spells for which you have spell slots which can be used to cast them. If a monster link has spells with two different spell levels and you lack access to one of them, you learnt he spell when you reach the appropriate level. As you level up, you can select more monster links as indicated by the Blue Mage class table. When you complete a long rest you can switch one monster link you are using with another one you have formed.
##### Forming Monster Links
As a Blue Mage, your powers revolve around monsters and forming monster links. The two different styles of Blue Mage pull this off in different ways:
- The Lore Keeper is a researcher who is able to form monster links through extensive study. If they have a relevant tome that is focused on the monster, they can study that tome for 8 hours to become familiar enough with them that they are able to mimic their abilities through magic. Alternately they are able to achieve the same effect through using the Libra ability and studying them in person. If a battle occurs, afterwards they can review their notes and form a link then.
- The Fell Guard is an adventurer who needs to absorb the essence of the monster whom they want to form a monster link with. After using Libra to understand their target, they can either defeat the monster and absorb their life essence as it leaves their body, or can convince an intelligent monster to share some of their essence with them to form the link.
#### Spellcasting Ability
Intelligence is your spellcasting ability for your Blue Mage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Blue Mage spell you cast and when making an attack roll with one.
**Spell save DC = 8** + your proficiency bonus + your Intelligence modifier
**Spell attack modifier** = your proficiency bonus + your Intelligence modifier
#### Ritual Casting
You can cast any Blue Mage spell you know as a ritual if that spell has the ritual tag.
#### Spellcasting Focus
You can use a one handed, bladed weapon as a spell casting focus for your blue mage spells.
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### Blue Mage Origin
At 1st level, choose a Blue Mage origin, which describes how you came to study monsters intently and harness their power: the Lore Keeper or the Beast Keeper. Both of these origins are detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level, and again at the 6th, 10th, 14, and 18th level.
### Monster Tracker
Also at 1st level, you've become experienced in the tricks of the trade as a Blue Mage, becoming more effective at seeking monsters you hope to meet. Wehn you make an ability check to search an area for monsters, add your proficiency bonus to the roll. If you are proficient in the skill you are using to search, doulbe the profienciency bonus instead.
### Libra
Starting at 2nd level, as an expert on monsters and beasts, you are able discern certain traits about monsters you encounter. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength Score
- Dexterity Score
- Consitution Score
- Armor Class
- Current hit points
- Total class levels (if any)
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Azure Hold
Starting at 18th level, when a monster or beast attempts to disengage from you during combat, as a reaction you can attempt to stop them by imposing your will upon them. The creature must make a Wisdom saving throw against your Spell Save DC. On a failure, the creature is unable to leave your melee attack range.
### Azure Specialist
Starting at 20th level, you can change your monster links at the end of a short rest.
\pagebreakNum
> ##### Alternative Blue Mage Rules
> If you are playing without monster links, use the following feature:
> #### Monstrous Stamina
> Starting at 20th level, when your hit points are reduced to 0 and you are not killed outright, you instead are left with 1 hit point. Then you are healed for 2d10 + your Intelligence ability modifier. This effect can only be activated once, refreshing after completing a long rest.
## A Dangerous Business
A Blue Mage is an curious soul who wants to harness the powers that most people in the world fear. Be it the power of a dragon's fire breath, climbing ability of a spider or the nauseating power of a Morbol, the Blue Mage is able to make use of the strengths of beasts across the land and wield them as their own. A Lore Keeper is a researcher who is fascinated by the raw power of monsters and has learned to emulate their powers through observation and study. A Fell Guard is a Blue Mage who travels around combating monsters, using their talents to keep them at bay.
### Lore Keeper
You have taken on the duty of becoming a Lore Keeper, researchers who seek out and chronicle the monsters of the world to the finest details possible. In doing so you've learned to create magical bonds which allow you to borrow their power or emulate their magical effects. Be it the fiery breath of a drake or the climbing ability of a spider, you know how to cast spells which pay homage to the beasts you've dedicated yourself to.
#### Research Tools
Starting at 1st level, you gain proficiency in the Investigation skill. When you make ability checks in regards to researching beasts and monsters you double your proficiency bonus for the roll.
#### Quick Assessment
Starting at 6th level, as an action you are able to use Libra during combat on a creature that is within 30ft. of you.
#### Deep Assessment
Starting at 10th level, when you use the Libra action you can learn up to 3 pieces of information about the target. You can learn additional types of information as well, including:
- Damage resistances
- Damage vulnerbilities
- Damage immunities.
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#### Ace Tutor
Starting at 14th level, you are able to read the subtle movements of monsters and beasts from afar. As an action you can offer advice on how to approach a beast or monster within 30ft of you, that you have used Libra on. Until your next turn, your allies have advantage on attack rolls against that creature.
### Fell Guard
Fell Guard Blue Mages are adventurers who travel the world battling monsters and beasts, bathing in their essence to absorb their power and use it to further defend the world from those same beasts. The exposure to this monstrous power, sometimes referred to as fell energy, comes at a risk. Fell Guard must balance the number of monsters whose energy they tap into or else they'll lose themselves to the power. Walking the line between monster and man, these magical warriors take major risks to protect the world.
#### Strategic Preparations
Starting at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.
When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated Language, at 6th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.
#### Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
#### Azure Corruption
Starting at 10th level, your body's physiology has been effected by the monstrous energies you have absorbed. Your body has developed a natural resistance to two damage types from the following: Acid, Cold, Fire, Lightning, Poison, or Thunder. Additionally you gain proficiency in either Strength or Dexterity saving throws to reflect the monstrous enhancements to your body. You cannot change the saving throw you've gained advantage in it through this feature.
#### Fell Hunt
Starting at 14th level, you become an expert at defeating your favoured enemies. Once on each of your turns, you can add your Intelligence modifier to the Attack roll or the damage roll of an Attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
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## Bonus Class: Dancer
The light of the room dims, and the spotlights focus on the lightly dressed woman who makes her way across the stage. With a large smile, she moves effortless along with the music, filling everyone's hearts with joy and pushing them to stay determined in whatever challenges they have.
Amid the chaos of the battlefield a maiden expertly slides in and out of combat, soothing her allies' wounds and empowering their wills to continue fighting.
Dressed in fine clothing with their trusty blade at their side, the seemingly sweet woman dances through a group of would-be assailants behind her establishment, cutting them down with ease wielding her signature scimitar.
Dancers have harnessed magics and arts, combining them into a spectacle which turns the battlefield into a show, and it is by their graceful movements which which their allies are guided to a happy conclusion.
### Of Silk and Steel
Dancers draw from many different sources and backgrounds, combining them into a single package which covers a wide variety of situations. Using small weapons to pick away at their unwitting foes as their dances debilitate their marks while filling their allies with power. Though a rarity on the battle field few forget the sight of a skilled dancer at work.
### Ornaments of Power
Dancers perform their magical feats not through a stave or rod, but rather specially made jewelry worn on the wrists and ankles. As they dance around the battle field they move their bodies in specific patterns to manipulate the magical power within their bodies and to gather residual magic in the environment. Once they've gathered the required magic they must keep moving to keep their spell active, channeling the magic further.
### Creating a Dancer
Dancers are passionate people dedicated to their craft. Spending years practicing has gifted them with the ability to weave spells and their passions together into a gorgeous display of skill. When creating a Dancer, you must consider where they have honed their craft. Did they pick up the profession naturally, teaching themselves over long hours, or did they study beneath some kind of mentor? One must consider their motivations, does your Dancer seek fame and fortune, or do they want to bring the gifts of joy to the masses. Perhaps they are going on their journey in an attempt to hone their craft even further.
\pagebreakNum
#### The Dancer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 |Spellcasting, Dance Magic | 4 | 2 | 2 | ā | ā | ā | ā | ā | ā | ā | ā |
| 2nd | +2 |Dancer Archetype, Dazzling Dance | 4 | 3 | 3 | ā | ā | ā | ā | ā | ā | ā | ā |
| 3rd | +2 | | 4 | 4 | 4 | 2 | ā | ā | ā | ā | ā | ā | ā |
| 4th | +2 |Ability Score Improvement | 5 | 5 | 4 | 3 | ā | ā | ā | ā | ā | ā | ā |
| 5th | +3 |Uncanny Dodge | 5 | 6 | 4 | 3 | 2 | ā | ā | ā | ā | ā | ā |
| 6th | +3 |Archetype Feature | 5 | 7 | 4 | 3 | 3 | ā | ā | ā | ā | ā | ā |
| 7th | +3 | | 5 | 8 | 4 | 3 | 3 | 1 | ā | ā | ā | ā | ā |
| 8th | +3 |Ability Score Improvement | 6 | 9 | 4 | 3 | 3 | 2 | ā | ā | ā | ā | ā |
| 9th | +4 | | 6 | 10 | 4 | 3 | 3 | 3 | 1 | ā | ā | ā | ā |
| 10th| +4 |Archetype Feature | 6 | 11 | 4 | 3 | 3 | 3 | 2 | ā | ā | ā | ā |
| 11th | +4 | Evasion | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | ā | ā | ā |
| 12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | ā | ā | ā |
| 13th | +5 | | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ā | ā |
| 14th | +5 | Archetype Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ā | ā |
| 15th | +5 | | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ā |
| 16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ā |
| 17th | +6 | | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Stage Presence | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Rhythmic Heart | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Quick Build
You can make a Dancer quickly by following these suggestions. First make Charisma your highest ability score, following with Dexterity. Second take the Entertainer background. Third, take the Dancing Lights, Gust, Resistance and Truestrike cantrips and the first level spells Cure Wounds and Maximillian's Earthen Grasp.
## Class Features
As a Dancer, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per Dancer level
- **Hit Points at 1st Level:** 8 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constituion modifier per Dancer level after 1st
#### Proficiencies
___
- **Armor:** None
- **Weapons:** Daggers, Sickles, Darts, Light Crossbows, Whips.
- **Tools:** None
___
- **Saving Throws:** Dexterity, Charisma
- **Skills:** Choose two from Acrobatics, Deception, Insight, Perception, Performance, and Persuasion.
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a dagger
- a *(a)* whip or *(b)* scimitar
- a set of bracelets and anklets for spell casting
- a set of clothes
- a *(a)* costume or *(b)* light armour
- *(a)* an explorer's pack or *(b)* a entertainer's pack
### Dance Magic
Starting at 1st level, as a Dancer, when you cast a Dancer spell you do not have to fulfill the verbal component of the spell. You must spend 10ft. of movement alongside your spell slot to cast a spell or to maintain a spell. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Dancer spell list.
#### Cantrips
At 1st level, you know 4 cantrips of your choice from the Dancer spell list. You learn additional Dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dancer table.
\pagebreakNum
#### Spell Slots
The Dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellās level or higher. You regain all expended spell slots when you finish a long rest.
#### Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the Dancer spell list.
The Spells Known column of the Dancer table shows when you learn more Dancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Dancer spells you know and replace it with another spell from the Dancer spell list, which also must be of a level for which you have spell slots.
#### Spellcasting Ability
Charisma is your spellcasting ability for your Dancer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dancer spell you cast and when making an attack roll with one.
**Spell save DC = 8** + your proficiency bonus + your Charisma modifier
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
#### Spellcasting Focus
You can use a specially made bracelets, bangles or other similar jewelry as an arcane focus (found in chapter 5 of the player's handbook) for your Dancer spells.
#### Ritual Casting
You can cast any Dancer spell you know as a ritual if that spell has the ritual tag.
### Dance Style
Starting at 1st level, you select one dance from the following as your core style. You gain the associated benefit at all times. You cannot change this style.
#### Samba
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
#### Jig
Your base movement speed is increased by 5ft.
#### Waltz
While you are unarmoured, you gain a +1 bonus to AC.
#### Flourish
When you engage in two-weapon fighting, you can add your ability modifier to the damage of lhe second attack.
\columnbreak
### Dancer Archetype
At 2nd level, you choose a style which dictates your growth as a dancer. The exoctic mixes bladework into their dance moves, mixing martial prowess with grace, the
### Dazzling Dance
Also at 2nd level, as you fight you build towards empowering your movements further. You build 1 charge of dazzling dance within your body each time you attempt to make a melee weapon attack. You can not hold more than 4 charges of Dazzling Dance in your body at once and your charges dissipate after a short or long rest. Additionally, you can take the disengage action as a bonus action.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to
halve the attack's damage against you.
### Evasion
Starting at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
### Stage Presence
Starting at 18th level, you've become so accustomed to performing both for crowds and amongst the chaos of the battlefield, you are rarely caught unaware of your surroundings and can protect yourself from the tricks of assailants. Attackers cannot attack you with advantage unless you are under the conditions: grappled, incapcitated, paralyzed or petrified. Additionally when knocked prone, it only costs 5ft. of movement to get back up.
### Rythmic Heart
Starting at 20th level, when you roll initiative you gain 2 Dazzling Dance charges.
##### What about Silence?
Most spellcasters shudder at the thought of being silenced as their spells require a verbal component nearly every time. As a Dancer you are able to for go the Verbal component, but that does not mean you're free from having your spells blocked. Instead, any effects which would drop your movement speed to 0ft. will instead cause your spells to be blocked.
\pagebreakNum
## The World Stage
A Dancer who has chosen a life of adventure is an ambitious master of their art. As they travel they will learn new and innovative ways to work their passion into their journey across the land. The paragon seeks overall mastery of dance, while the Peace Bringer hopes to relieve their allies. The Exotic Wonder seeks to mix their dances with martial expertise. No matter the role a Dancer finds themselves in, you can be certain they are pouring their heart into every action they take and choice they make.
### Paragon
You've devoted your training to dancing as an art form itself, staying a purist of dance. Your singular focus will allow you to reach mastery few ever hope to achieve in your discipline.
#### Inspiring Salsa
Starting at 2nd level, as a bonus action you can spend up to 2 Dazzling Dance charges to inspire an ally within 5ft. of you. Your ally can add a bonus to any attack roll, saving throw or ability check they make equal to twice the number of charges used to inspire them one time. At 10th level you can spend any number of Dazzling Dance charges in the same way.
#### A Step Ahead
Starting at 6th level, when you are the target of a weapon roll attack, as a reaction you can spend up to all of your Dazzling Dance charges to increase your AC by a number equal to the charges spent. This will last until the start of your next turn.
#### Unshakable
Starting at 10th level, when you make a concentration check you can spend a Dazzling Dance charge to roll with advantage.
#### Forte Fusion
Starting at 14th level, you have learned how to mix known dances into new exciting combinations. You are able to cast a second spell which requires concentration without ending the first. To do so you use your action to spend 1 Dazzling Dance charge to cast the second spell alongside the required spell slot. Each turn you concentrate on the second spell, you must use your action to spend another Dazzling Dance charge and spend 10ft. of movement for each spell.
### Peace Bringer
You've learned to effectively wield restorative spells while dancing across the battle field. Offering relief and joy in even the worst battle fields.
#### Succor Stepping
Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, if you spend 1 Dazzling Dance charge the creature regains additional hit points equal to 2 + the spell's level.
\columnbreak
#### Refreshing Round
Starting at 6th level, you can spend a Dazzling Dance charge to cause the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
#### Safe Haven Hop
Starting at 10th level, you can select Aura of Life, Aura of Purity or Aura of Vitality and cast it without spending a spell slot. You can do so a number of times equal to half your spell casting modifier rounded down, these uses refresh after completing a long rest.
#### The Solace Swing
Starting at 14th level, you can spend a Dazzling Dance charge when you cast a healing spell. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
### Exotic Wonder
You've trained in an exotic dancing style which incorporates weapons into your routines. You mix martial knowledge with graceful steps to create an awe inspiring dance which devestates your foes.
#### Bonus Proficiencies
When you take the Exotic archetype you gain proficiency with scimitars and light armour.
#### Lashing Swing
Starting at 2nd level, as a bonus action you can spend any number of Dazzling Dance charges and add that number as a bonus to your next melee weapon attack roll.
#### Double Step
Starting at 6th level, prior to making a melee weapon attack on your turn, you can spend 1 Dazzling Dance charge to make two melee weapon attacks when taking the attack action.
#### Flawless Flow
Starting at 10th level, you can make a melee weapon attack as a bonus action after casting a spell.
#### Lamia Bite
Starting at 14th level, you can spend 4 Dazzling Dance charges prior to making a weapon attack. Doing so increases the critical hit range of your attack rolls for the remainder of the turn, lowering the threshold by 4.
\pagebreakNum
## Chapter 2: Spells
This chapter describes the spell lists of the classes available in this partner guide to the Dungeons & Dragons Player's Handbook. Please consult the player's handbook for spell descriptions. Spells custom created for the classes will be detailed at the end of the chapter and are marked in italics within the document.
**Note:** Spells from Xanathar's Guide to everything are bolded, and spells created for this document are italicized.
### Arcanist Spells
##### Cantrips (0 Level)
Acid Splash
Blade Ward
Dancing Lights
Friends
Light
**Infestation**
Mage Hand
**Magic Stone**
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
**Thunderclap**
**Toll the Dead**
True Strike
##### 1st Level
Bane
**Catapult**
Charm Person
**Chaos Bolt**
Chromatic Orb
Color Spray
Comprehend Languages (Ritual)
Cure Wounds
Detect Magic (Ritual)
Detect Poison and Disease (Ritual)
Disguise Self
False Life
Feather Fall
Fog Cloud
Healing Word
Hex
Identify (Ritual)
Illusory Script
Inflict Wounds
Jump
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Witch Bolt
\columnbreak
##### 2nd Level
Alter Self
Blindness/Deafness
Calm Emotions
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Hold Person
Invisibility
Melf's Acid Arrow
**Mind Spike**
Mirror Image
Misty Step
Phantasmal Force
Protection from Poison
Ray of Enfeeblement
See Invisibility
**Skywrite**
Spider Climb
Suggestion
##### 3rd Level
Bestow Curse
**Catnap**
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Feign Death (Ritual)
Gaseous Form
Haste
Hypnotic Pattern
Magic Circle
Major Image
Melf's Minute Meteors
Slow
Stinking Cloud
Tongues
Vampiric Touch
##### 4th Level
Arcane Eye
Blight
Confusion
Dominate Beast
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Polymorph
**Vitriolic Sphere**
\pagebreakNum
##### 5th Level
Cloudkill
Conjure Elemental
Contagion
Dominate Person
**Enervation**
Geas
Hold Monster
Insect Plague
Legend Lore
Modify Memory
Planar Binding
Raise Dead
Scrying
Seeming
**Skill Empowerment**
**Synaptic Static**
Wall of Force
##### 6th Level
Arcane Gate
Circle of Death
Disintegrate
Eyebite
Harm
Heal
Mass Suggestion
**Mental Prison**
**Primordial Ward**
Programmed Illusion
True Seeing
##### 7th Level
**Crown of Stars**
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Plane Shift
Prismatic Spray
Resurrection
Reverse Gravity
Symbol
Teleport
##### 8th Level
Antimagic Field
Dominate Monster
Feeblemind
**Illusory Dragon**
Mind Blank
Power Word Stun
##### 9th Level
Astral Projection
Foresight
Gate
**Invulnerbility**
Mass Heal
Power Word Kill
Prismatic Wall
**Psychic Scream**
Time Stop
True Resurrection
Wish
\columnbreak
### Astrologian Spells
#### Cantrips
Bladeward
Dancing Lights
Guidance
Light
Mage Hand
**Magic Stone**
Message
Prestidigitation
Resistance
Sacred Flame
Shilelagh
Thamaturgy
True Strike
Vicious Mockery
**Word of Radiance**
#### Level 1
**Absorb Elements**
Bane
Bless
**Ceremony**
Comprehend Languages
Cure Wounds
Detect Magic (Ritual)
Detect Poison and Disease
Divine Favor
Faerie Fire
False Life
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Magic Missile
Silent Image
Sleep
Unseen Servant
#### Level 2
Aid
Augury
Blindness/Deafness
Blur
Calm Emotions
Darkness
Detect Thoughts
Enhance Ability
Gentle Repose
**Healing Spirit**
Hold Person
Knock
Lesser Restoration
Levitate
\pagebreakNum
Locate Object
Magic Weapon
Magic Mouth
**Mind Spike**
Silence
Suggestion
Zone of Truth
#### Level 3
Bestow Curse
**Catnap**
Clairvoyance
Daylight
Dispel Magic
Fear
Feign Death
Fly
Haste
Hypnotic Pattern
**Life Transference**
Mass Healing Word
**Melf's Minute Meteors**
Remove Curse
Revivify
Sending
Slow
#### Level 4
Banishment
Confusion
Death Ward
Dimension Door
Divination
Freedom of Movement
Hallucinatory Terrain
Locate Creature
Otiluke's Resilient Sphere
**Sickening Radiance**
#### Level 5
*Collective Unconscious*
**Dawn**
Dream
Geas
*Gravity*
Greater Restoration
Hold Monster
Legend Lore
Mass Cure Wounds
Rary's Telepathic Bond
Scrying
Teleportation Circle (Ritual)
**Wall of Light**
#### Level 6
Eyebite
Find the Path
Heal
Mass Suggestions
**Primordial Ward**
**Scatter**
Sunbeam
True Seeing
\columnbreak
#### Level 7
**Crown of Stars**
Etherealness
Plane Shift
Regeneration
Resurrection
Reverse Gravity
Symbol
#### Level 8
Antimagic Field
*Celestial Opposition*
Feeblemind
Mind Blank
Power Word Stun
Sunburst
#### Level 9
Astral Projection
Foresight
**Invulnerability**
Mass Heal
Meteor Swarm
True Resurrection
Wish
### Black Mage Spells
#### Cantrips
Acid Splash
Blade Ward
Chill Touch
**Control Flames**
**Create Bonfire**
Dancing Lights
Fire Bolt
Friends
**Frostbite**
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Shocking Grasp
**Thunderclap**
**Toll the Dead**
True Strike
#### 1st level
**Absorb Elements**
Burning Hands
**Cause Fear**
**Chaos Bolt**
Chromatic Orb
Color Spray
Comprehend Languages (Ritual)
Detect Magic (Ritual)
Disguise Self
Expeditious Retreat
False Life
Feather Fall
\pagebreakNum
Fog Cloud
Jump
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Thunderwave
Unseen Servant (Ritual)
#### 2nd level
Alter Self
Blur
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Hold Person
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Misty Step
Phantasmal Force
**Pyrotechnics**
Ray of Enfeeblement
Scorching Ray
See Invisibility
**Shadow Blade**
Shatter
Suggestion
#### 3rd level
**Animate Dead**
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Fireball
Fly
Haste
Lightning Bolt
Major Image
**Summon Lesser Demons**
**Thunderstep**
Tongues
#### 4th level
Blight
**Charm Monster**
Dimension Door
Dominate Beast
Greater Invisibility
Hypnotic Pattern
Ice Storm
Locate Creature
Polymorph
**Shadow of Moil**
Wall of Fire
\columnbreak
#### 5th level
Animate Objects
Cloudkill
Creation
**Dance Macabre**
Dominate Person
**Enervation**
**Far Step**
Hold Monster
Legend Lore
**Negative Energy Flood**
Scrying
Telekinesis
Teleportation Circle
#### 6th level
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerbility
Investiture of Flame
Investiture of Ice
Mass Suggestion
**Mental Prison**
Otiluke's Freezing Sphere
**Primordial Ward**
**Soul Cage**
Sunbeam
True Seeing
Wall of Ice
#### 7th level
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Forcecage
Mirage Arcane
Plane Shift
**Power Word Pain**
Prismatic Spray
Reverse Gravity
Symbol
Teleport
#### 8th level
**Abi-Dalzim's Horrid Wilting**
Dominate Monster
Feeblemind
Incendiary Cloud
**Maddening Darkness**
Power Word Stun
Sunburst
#### 9th level
*Flare*
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
\pagebreakNum
### Blue Mage Spells
#### Cantrips
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
**Frostbite**
Gust
**Infestation**
Message
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
**Primal Savagery**
Ray of Frost
Resistance
Shocking Grasp
Thunder Clap
True Strike
#### Level 1
**Absorb Elements**
Animal Friendship
Armor of Agathys
Bane
Beast Bond
Burning Hands
**Catapult**
**Cause Fear**
Detect Magic
Detect Poison and Disease
**Earth Tremor**
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Feather Fall
Grease
Guiding Bolt
Heroism
Hex
**Ice Knife**
Jump
Longstrider
Ray of Sickness
Shield
Sleep
Speak with Animals
Thunderwave
Witch Bolt
**Zephyr Strike**
\columnbreak
#### Level 2
**Aganazzar's Scorcher**
Alter Self
Animal Messenger
Barkskin
Beast Sense
Blindness/Deafness
Blur
Darkness
Darkvision
**Dragon's Breath**
**Dust Deveil**
**Earthbind**
Enhance Ability
Find Traps
Flame Blade
Gust of Wind
**Healing Spirit**
Heat Metal
Hold Person
Invisibility
Levitate
Locate Animals or Plants
**Maximillian's Earthen Grasp**
Melf's Acid Arrow
Misty Step
Pass without Trace
Protection from Poison
Ray of Enfeeblement
Scorching Ray
See Invisibilty
Shatter
**Snilloc's Snowball Swarm**
Spider Climb
Spike Growth
**Warding Wind**
Web
#### Level 3
**Catnap**
Daylight
**Erupting Earth**
Fear
Feign Death
Fireball
Fly
Haste
Hypnotic Pattern
Lightning Bolt
**Melf's Minute Meteors**
Plant Growth
Sleet Storm
Slow
Speak with Plants
Stinking Cloud
**Thunder Step**
**Tidal Wave**
Vampiric Touch
**Wall of Sand**
**Wall of Water**
Water Breathing
Wind Wall
\pagebreakNum
#### Level 4
Blight
Confusion
Fire Shield
Giant Insect
Grasping Vine
Greater Invisibility
**Guardian of Nature**
Ice Storm
Locate Creature
Otiluke's Resilient Sphere
Polymorph
Stone Shape
Stoneskin
**Storm Sphere**
**Vitriolic Sphere**
Wall of Fire
**Watery Sphere**
#### Level 5
Cloudkill
Cone of Cold
Contagion
Control Winds
Destructive Wave
**Enervation**
Immolation
Insect Plague
**Maelstrom**
**Skill Empowerment**
Tree Stride
Wall of Stone
#### Level 6
Chain Lightning
Eyebite
Flesh to Stone
Globe of Invulnerbility
Move Earth
Otiluke's Freezing Sphere
True Seeing
Wall of Ice
Wind Walk
#### Level 7
Delayed Blast Fireball
Etherealness
Fire Storm
**Power Word Pain**
Prismatic Spray
Regenerate
Sequester
#### Level 8
**Abi-Dalzim's Horrid Wilting**
Control Weather
Earthquake
Incendiary Cloud
Power Word Stun
Tsunami
\columnbreak
#### Level 9
Meteor Swarm
Prismatic Wall
Storm of Vengeance
Weird
### Dancer Spells
#### Cantrips
Dancing Lights
Friends
Guidance
**Gust**
Prestidigitation
Resistance
Spare the Dying
**Toll the Dead**
True Strike
**Word of Radiance**
#### Level 1
Bane
Bless
**Cause Fear**
Compelled Duel
Cure Wounds
Detect Evil and Good
Expeditious Retreat
Faerie Fire
Fog Cloud
Healing Word
Heroism
Hex
Protection from Evil and Good
Shield of Faith
Silent Image
Witch Bolt
#### Level 2
Barkskin
Blur
Calm Emotions
Charm Person
Crown of Madness
**Dust Devil**
**Earthbind**
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Lesser Restoration
Levitate
Magic Weapon
**Maximilian's Earthen Grasp**
**Skywrite**
Spike Growth
**Warding Wind**
Web
\pagebreakNum
#### Level 3
Bestow Curse
Blink
Clairvoyance
Dispel Magic
Elemental Weapon
Fear
Fly
Gaesous Form
Haste
Hypnotic Pattern
Major Image
Mass Healing Word
**Melf's Minute Meteors**
Mass Healing Word
Remove Curse
Revivify
Slow
**Wall of Sand**
Wind Wall
#### Level 4
Arcane Eye
Banishment
Compulsion
Confusion
Dominate Beast
Greater Invisibility
Otiluke's Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Storm Sphere
#### Level 5
Animate Objects
Circle of Power
Control Winds
**Dawn**
Dispel Evil and Good
Dominate Person
**Far Step**
Greater Restoration
Hold Monster
Mislead
**Skill Empowerment**
Telekinesis
Tree Stride
Wall of Stone
\columnbreak
#### Level 6
Arcane Gate
Blade Barrier
Eyebite
Flesh to Stone
Globe of Invulnerbility
Heal
**Investiture of Stone**
**Investiture of Wind**
**Mental Prison**
Move Earth
Otto's Irresistible Dance
Primordial Ward
Wall of Thorns
Wind Walk
#### Level 7
Project Image
Resurrection
Reverse Gravity
**Whirlwind**
#### Level 8
Antimagic Field
Dominate Monster
Earthquake
Glibness
Maze
#### Level 9
Gate
**Invulnerability**
Mass Heal
True Polymorph
Weird
### Red Mage Spells
##### Cantrips
Blade Ward
**Booming Blade**
Dancing Lights
Fire Bolt
**Gust**
*Jolt*
Light
**Lightning Lure**
Mage Hand
Message
**Mold Earth**
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Shocking Grasp
**Sword Burst**
Thunderclap
True Strike
Vicious Mockery
\pagebreakNum
#### 1st Level
**Absorb Elements**
Burning Hands
Charm Person
Chromatic Orb
Cure Wounds
Detect Magic (Ritual)
**Earth Tremor**
Faerie Fire
Feather Fall
Healing Word
Heroism
Jump
Mage Armor
Magic Missile
Sleep
Thunderwave
Witch Bolt
**Zephyr Strike**
#### 2nd Level
**Aganazzar's Scorcher**
Alter Self
Arcane Lock
Blindness/Deafness
Calm Emotions
Continual Flame
Darkvision
**Dust Devil**
**Earthbind**
Enhance Ability
Flame Blade
Flaming Sphere
Gust of Wind
Levitate
Locate Object
Magic Weapon
**Maximillian's Earthen Grasp**
Misty Step
**Pyrotechnics**
Scorching Ray
See Invisibility
Shadow Blade
Shatter
Silence (Ritual)
Spider Climb
**Warding Wind**
\columnbreak
#### 3rd Level
Call Lightning
Counterspell
Dispel Magic
Elemental Weapon
**Erupting Earth**
Fireball
Fly
Hypnotic Pattern
Lightning Bolt
Magic Circle
Mass Healing Word
**Melf's Minute Meteors**
Slow
Speak with Dead
Speak with Plants
Water Breathing (Ritual)
Water Walking (Ritual)
#### 4th Level
Arcance Eye
Confusion
Dimension Door
Elemental Bane
Fire Shield
Locate Creature
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire
#### 5th Level
Contact Other Plane (Ritual)
Destructive Wave
Dream
Geas
Legend Lore
Mass Cure Wounds
Scrying
**Steel Wind Strike**
Teleportation Circle
Wall of Force
#### 6th Level
Arcane Gate
Blade Barrier
Eyebite
Flesh to Stone
Move Earth
Wind Walk
#### 7th Level
Prismatic Spray
Regenerate
Resurrection
**Whirlwind**
#### 8th Level
Antimagic Field
Control Weather
Earthquake
Incendiary Cloud
Sunburst
\pagebreakNum
#### 9th Level
Mass Heal
Meteor Swarm
Power Word Heal
Storm of Vengeance
True Resurrection
### White Mage Spells
#### Cantrips
Acid Splash
Druidcraft
Guidance
**Gust**
Light
Magic Stone
Mending
Mold Earth
Poison Spray
Produce Flame
Resistance
Sacred Flame
Shape Water
Shilelagh
Spare the Dying
Thaumaturgy
**Thunderclap**
**Word of Radiance**
#### 1st level
Bane
**Ceremony**
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic (Ritual)
Detect Poison and Disease (Ritual)
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink (Ritual)
Shield of Faith
#### 2nd level
Aid
Augury (Ritual)
Blindness/Deafness
Calm Emotions
Continual Flame
**Dust Devil**
Find Traps
Gentle Repose (Ritual)
Gust of Wind
Hold Person
Lesser Restoration
**Life Transference**
Locate Object
Prayer of Healing
Silence (Ritual)
Spiritual Weapon
Warding Bond
**Warding Wind**
Zone of Truth
\columnbreak
#### 3rd level
Animate Dead
Bestow Curse
**Catnap**
Clairvoyance
Create Food and Water
Dispel Magic
Feign Death
Glyph of Wardning
Magic Circle
Mass Healing Ward
Meld into Stone (Ritual)
Protection from Energy
Remove Curse
Sending
Speak with Dead
Spirit Guardians
**Tidal Wave**
Tongues
Wall of Sand
Wall of Water
Water Walk (Ritual)
#### 4th level
Control Water
Death Ward
Divination (Ritual)
Freedom of Movement
Guardians of Faith
**Guardian of Nature**
Locate Creature
**Sickening Radiance**
Stone Shape
#### 5th level
Commune (Ritual)
Contagion
**Dawn**
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
**Holy Weapon**
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
Wall of Stone
**Wrath of Nature**
\pagebreakNum
#### 6th level
Blade Barrier
**Bones of the Earth**
Create Undead
Find the Path
Flesh to Stone
Forbiddance
Harm
Heal
Heroes' Feast
Investiture of Stone
Investiture of Wind
Move Earth
Planar Ally
True Seeing
Word of Recall
#### 7th level
Conjure Celestial
**Crown of Stars**
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
**Whirlwind**
#### 8th level
Antimagic Field
Control Weather
Earthquake
Holy Aura
**Mighty Fortress**
#### 9th level
Astral Projection
Gate
Mass Heal
True Resurrection
## Created Spells
#### Assize
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60ft.
- **Components:** V, S
- **Duration:** Instantaneous
An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover 3d8 hit points and all enemies within 60ft. must make a wisdom saving throw. They take 4d4 radiant damage, and half as much on a successful save. You can reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling.
\columnbreak
#### Banish
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120ft.
- **Components:** V, S
- **Duration:** Instantaneous
Light energy converges on a creature you can see within range. The creature makes a dexterity saving throw. This energy erupts with great force, searing the target creature with 3d6 radiant damage on a failed save and half as much on a successful save.
#### Celestial Opposition
*8th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** concentration, 1 minute
You release a massive amount of astral energy in a 30ft. radius globe centered on you. The inside of the globe is dimly lit, and filled with softly glowing lights which map the starry sky. On this release, all enemies coming in contact with the sphere are star struck and must make a wisdom saving throw. Enemies take 6d8 force damage and are stunned for 1d4 rounds on a failed saved, and half the damage is taken and they resist becoming stunned on a success.
#### Collective Unconscious
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** concentration, 1 minute
You create a magical barrier around yourself. The barrier is 10ft. in radius and spherical. All allies within 10ft. of you are healed immediately for 3d8. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for 1d6.
#### Doton
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30ft.
- **Components:** V, S
- **Duration:** 1 minute
You draw out the energies of Ten to create a circle of corrupted earth on the ground centered at a point of your choosing within range. The circle has a radius of 10ft. and is considered to be difficult terrain for all creatures except for you. Creatures take 4d4 necrotic damage for every 5ft. they travel within Doton. When Doton appears, all creatures within the ring make a Dexterity saving throw, taking 4d4 necrotic damage and half as much on a failed save. You are unaffected by this damage.
**At Higher Levels** Creatures take 1d4 more necrotic damage for each casting level above four.
\pagebreakNum
#### Flare
*9th-level Evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instaneous
You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.
#### Gravity
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S
- **Duration:** Instantaneous
You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft. radius and produces a pulsing sound. Each creature within the field must make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, and half as much on a successful one.
**At Higher Levels.** When you cast this spell using a
spell slot of 6th level or higher, the damage increases by
1d6 for each slot level above 5th.
#### Holy
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** self
- **Components:** V, S
- **Duration:** Instantaneous
You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save.
#### Jolt
*evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantaneous
A shard of crystalized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
\columnbreak
#### Lustrate
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30 ft.
- **Components:** V, S
- **Duration:** Instantaneous
You can cast this spell as an action or as a reaction. This spell cannot be used in tandem with Adloqiuem (Nymian Scholar feature). A target you can see within range is invigorated by a burst of soothing magic. They recover hit points equal to 5d8.
#### Regen
*4th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60ft.
- **Components:** V, S
- **Duration:** 1 minute
The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn.
#### Sacred Soil
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30 ft.
- **Components:** V,S
- **Duration:** Concentration, up to 1 minute
You create a 10ft. radius dome of protective magic to shield your allies from harm centered on a location within range. When an ally within the dome takes damage, the damage is reduced by 1d6.
#### Suiton
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30ft.
- **Components:** V, S
- **Duration:** Instantaneous
You draw out the energies of Jin to cause a powerful geyser of water to explode from the ground beneath a target location in a 5 ft. radius circle. Each creatures inside the geyser must make a dexterity saving throw. A creature takes 4d6 bludgeoning damage and 4d6 cold damage, and half as much on a successful save. Additionally, you cast invisibility on yourself at the 2nd level.
**At Higher Levels** When you cast Suiton at higher levels, you deal 1d6 more bludgeoning damage and for each level above the 4th level.
#### Tetragammaton
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60ft.
- **Components:** V, S
- **Duration:** Instantaneous
You can cast this spell as an action or a reaction. A creature within range you can see is healed for 3d8 hit points instantaneously.
\pagebreakNum
## Appendix A: Carbuncles
___
> ## Emerald Carbuncle
>*Small Elemental, unalligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 10(2d6 + 2)
> - **Speed** 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|13 (+2)|8 (-1)|4 (-3)|12 (+1)|10 (+0)|
>___
> - **Senses** passive Perception 15
> - **Languages** understands the languages of its summoner but cannot speak.
> - **Challenge** 1/4 (400 XP)
> ___
> ### Actions
> ***Gust.*** *Ranged Magical Attack:* +4 to hit, reach 30ft., one target. *Hit* 5 (1d6 + 2)
>
> ***Back Draft (Recharge 5-6).*** *Melee Magical Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2). When a creature is damaged by Back Draft they must make a DC 15 Strength save. On a failed save, they are knocked back 10ft, and are not knocked back when successful.
\columnbreak
___
> ## Topaz Carbuncle
>*Small Elemental, unalligned*
> ___
> - **Armor Class** 14
> - **Hit Points** 20(2d10 + 6)
> - **Speed** 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|12 (+1)|14 (+2)|4 (-3)|12 (+1)|10 (+0)|
>___
> - **Senses** passive Perception 15
> - **Languages** understands the languages of its summoner but cannot speak.
> - **Challenge** 1/4 (400 XP)
> ___
> ### Actions
> ***Gouge.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2). A creature struck by Gouge must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on actions taken against targets other than Topaz Carbuncle during their next action.
>
> ***Curl (Recharge 5-6).*** Topaz Carbuncle increases its AC by 2 for 1d4 rounds.
\pagebreakNum
## Appendix B: Egis
___
> ## Ifrit-Egi
>*Small Elemental, unalligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 10(1d8 + 4)
> - **Speed** hover 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|13 (+2)|8 (-1)|4 (-3)|12 (+1)|12 (+1)|
>___
> - **Senses** passive Perception 16
> - **Languages** understands the languages of its summoner but cannot speak.
> - **Challenge** 1/4 (400 XP)
> ___
> ### Actions
> ***Burning Strike.*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit* 4 (1d6 + 1) slashing damage.
>
> ***Flame Crush (Recharge 5-6).*** *Melee Attack:* +1 to hit, reach 5ft., one target. *Hit* 4 (1d6 + 1) fire damage. This attack targets all enemies within range.
> ### Enkindle
> ***Inferno.*** Ifrit-Egi releases an explosive pillar of fire around itself in a 30ft. radius, severely burning all creatures in range. All affected creatures must make a dexterity save, receiving 6d10 fire damage on a failed save and half as much on a successful save.
\columnbreak
___
> ## Titan-Egi
>*Small Elemental, unalligned*
> ___
> - **Armor Class** 15
> - **Hit Points** 15(1d10 + 7)
> - **Speed** hover 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|12 (+1)|14 (+2)|4 (-3)|12 (+1)|10 (+0)|
>___
> - **Senses** passive Perception 15
> - **Languages** understands the languages of its summoner but cannot speak.
> - **Challenge** 1/4 (400 XP)
> ___
> ### Actions
> ***Rock Buster.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage.
>
> ***Landslide (Recharge 5-6).*** *Melee Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage. A creature targeted by Landslide must make a strength saving throw (DC 15). On a failed save, the targeted creature is knocked back up to 15ft.
> ### Enkindle
> ***Earthen Fury.*** Titan-Egi instantaneously pulverizes the land around it. Turning a 30ft. radius circle of land into a swampy mire. This is considered difficult terrain and all creatures who begin their turn in the mire receive 4d8 poison damage. The area remains for a number of turns equal to your Intelligence modifier.
\pagebreakNum
___
> ## Garuda-Egi
>*Small Elemental, unalligned*
> ___
> - **Armor Class** 10
> - **Hit Points** 8(1d6 + 4)
> - **Speed** hover 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|12 (+1)|14 (+2)|4 (-3)|12 (+1)|14 (+2)|
>___
> - **Senses** passive Perception 15
> - **Languages** understands the languages of its summoner but cannot speak.
> - **Challenge** 1/4 (400 XP)
> ___
> ### Actions
> ***Wind Blade.*** *Magical Ranged Attack:* +4 to hit, reach 30ft., one target. *Hit* 5 (1d6 + 2) thunder damage.
>
> ***Aerial Slash (Recharge 5-6).*** A target creature within 30ft. of Garuda-Egi becomes the center point of a massive burst of wind energy. All creatures within 10ft. must make a dexterity saving throw (DC 14). On a failed saved the creature takes 1d6 thunder damage and half as much on a successful save.
> ### Enkindle
> ***Aerial Blast.*** Garuda-Egi unleashes a thunderous burst of energy in a 20ft. circle within 30ft. of Garuda-Egi. This massive tornado persists for a moment, dealing 6d12 thunder damage. All creatures within range must make a strength save. On a failed save all creatures are knocked back 20ft. from the point of origin.
\pagebreakNum
## Appendix C: Nymian Fey
___
> ## Eos
>*Small Fey, unalligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 10(1d6 + 6)
> - **Speed** Fly 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|13 (+2)|8 (-1)|12 (+1)|13 (+1)|10 (0)|
>___
> - **Senses** passive Perception 16
> - **Languages** understands the languages of its summoner but cannot speak.
> - **Challenge** 1/4 (400 XP)
>___
>***Innate Spellcasting***. Eos's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
>
>At Will: light
>
>2/day each: cure wounds, healing word
>
>1/day: aid
>
>Additionaly Eos may learn a number of Cantrips from the Arcanists Spell List equal to her Charisma modifier, casting them at their lowest level, regardless of her or her summoners level.
> ___
> ### Actions
> ***Unarmed.*** *Melee Attack:* +4 to hit, reach 5ft., one target. *Hit* 1 bludgeoning damage.
\columnbreak
___
> ## Selene
>*Small Fey, unalligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 10(1d6 + 6)
> - **Speed** Fly 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|12 (+1)|8 (-1)|12 (+1)|13 (+1)|10 (0)|
>___
> - **Senses** passive Perception 15
> - **Languages** understands the languages of its summoner but cannot speak.
> - **Challenge** 1/4 (400 XP)
>___
>***Innate Spellcasting***. Eos's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
>
>At Will: dancing lights
>
>2/day: healing word
>
>1/day: magic missile
>
>Additionaly Selene may learn a number of Cantrips from the Arcanists Spell List equal to her Charisma modifier, casting them at their lowest level, regardless of her or her summoners level.
> ___
> ### Actions
> ***Unarmed.*** *Melee Attack:* +4 to hit, reach 5ft., one target. *Hit* 1 bludgeoning damage.
>
> ***Fey Lance.*** *Ranged Magical Attack*: +4 to hit, range 30ft., one target. *Hit* 5 (1d6+1) radiant damage.
\pagebreakNum
## Appendix D: Turrets and Machinist Arms
___
> ## Rook Autoturret
>*Small construct, unalligned*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 15(1d8)
> - **Speed** fly 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|14 (+2)|10 (0)| 1 (-5) | 3 (-4) | 1 (-5) |
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
> - **Senses** passive Perception 16
> - **Languages** ---
> - **Challenge** 1/4 (50 XP)
> ___
> ### Actions
> ***Auto-fire.*** *Ranged attack:* +3 to hit, range 60ft., one target. *Hit* 4 (1d6) piercing damage.
>
> ### Stance
> **Root Stance.** As an action the Rook Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Rook Autoturret doubles the proficiency bonus it receives from Companion Bond on its attack and damage rolls.
>
> ### Promotion
> **Muscle Stimulator.** Rook Autoturret releases a field of stimulating energy around itself. Allied creatures within 20ft. of Rook Autoturret deal 2d6 bonus damage when they make a melee or ranged weapon attack.
___
> ## Bishop Autoturret
>*Small construct, unalligned*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 15(1d8)
> - **Speed** fly 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|14 (+2)|10 (0)| 1 (-5) | 3 (-4) | 1 (-5) |
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
> - **Senses** passive Perception 16
> - **Languages** ---
> - **Challenge** 1/4 (50 XP)
> ___
> ### Actions
> ***Area Shock.*** All creatures within 5ft. of the Bishop Autoturret must make a Dexterity saving throw (DC = 8 + your proficiency bonus), taking 1d6 lightning damage on a failed saved, and half as much on a successful save.
>
>***Single Shock.*** *Magical Ranged Attack:* +3 to hit, range 20ft., one target. *Hit* 4 (1d6) lightning damage.
>
> ### Stance
> **Barrier Stance.** As an action the Bishop Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Bishop Autoturret creates a circular barrier of lightning energy, 10ft. in radius centered on itself. Any creature that attempts to pass through the barrier must make a DC 14 Constitution check. On a failed check, the creature takes 2d6 lightning damage and is paralyzed for one round. On a successful save, half damage is taken and the creature is not paralyzed.
>
>### Promotion
>**Mana Capacitor.** Bishop Autoturret releases a field of aether amplifying energy around itself. Allied creatures within 20ft. of Bishop Autoturrent gain +3 to their spell save DC and ranged spell attack bonus.
\columnbreak
\pagebreakNum
___
> ## Mammet Companion
>*Small construct, unalligned*
> ___
> - **Armor Class** 11 (natural armor)
> - **Hit Points** 10 (1d10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|12 (+1)|10 (0)| 9 (-1) | 10 (0) | 9 (-1) |
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
> - **Senses** passive Perception 16
> - **Languages** Same languages as its creator.
> - **Challenge** 1/4 (50 XP)
> ___
> ### Actions
> ***Mammet Blade.*** *Melee attack:* +3 to hit, range 5ft., one target. *Hit* 5 (1d6+1) slashing damage.
##### Firearms
| Item | Cost | Damage | Weight | Properties |
|:----|:----------------:|:--------:|:-------------:|:---|
| *Martial Ranged Weapons*| | | | |
| Revolver | 250gp | 2d6 piercing |3lb. |Ammunition (range 30ft./90ft.), reload (6 shots) |
| Hunting rifle | 500gp | 2d8 piercing| 8lb. |Ammunition (range 40ft./120ft.), reload (5 shots), two-handed|
| Bullets (10) | 3gp | |2lb. | |
The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them.
\pagebreakNum
## Appendix E: Monster Links
From here on is a collection of example monster links. The guidelines I intended for monster links are as follows:
- Common and Uncommon monsters and beasts in your world are associated with spells leveled 1 through 5.
- Rare and Legendary creatures, along with generally just powerful beasts would be associated with spells leveled 6 through 9.
- Links for Common and Uncommon monsters have two spells from their range associated with them while links for rare, legendary and powerful creatures have one spell from their suggested spell level range attached to them, and to the DM's discretion a second spell from the lower tier.
- Following these guidelines, the Blue Mage will know approximately 18 spells when they have all 10 monster links equipped.
I have provided a mix of monster links that are intended for use for the earlier levels of play, covering a few monster options for spell levels 1 through 5.
##### Auroch
Spells learned: Earth Tremor and Heroism
Aurochs could be substituted for any large sized, cloven hooved beasts that the party encounters.
##### Sheep
Spells learned: Sleep, Speak with Animals
Sheep can be subsituted for any midsized, peaceful beast the party encounters. Something along the lines of farm animals and such.
##### Will-O-Wisp
Spells learned: Absorb Elements, Chromatic Orb
##### Drake
Spells learned: Burning Hands, Longstrider
Drakes could be subbed out for any kind of fire based lizard/creature which moves fairly quick.
##### Frogs
Spells learned: Jump, Ensnaring Strike
\columnbreak
### Monster Links with Level 2 Spells
##### Anala
Spells learned: Flame Blade, Scorching Ray
An Azer in the Dungeons and Dragons universe could be a good substitute for this one.
##### Giant Eagle
Spells learned: Dust Devil, Gust of Wind
##### Bats
Spells learned: Darkness, Darkvision
Other noctournal creatures could also fill this role. Use your discretion.
##### Coblyn
Spells learned: Shatter, Thunderwave
##### Spider
Spells learned: Spider Climb, Web
Ettercaps and other spiderlike humanoids could work well in creating this monster link as well!
##### Poisonous Snakes
Spells Learned: Protection from Poison, Melf's Acid Arrow
Any kind of poisonous monster could fill this roll and award the Blue Mage these spells. From CR 2 Gelatinous Cubes, Poisonous Snakes and Ochre Jelly all come to mind.
##### Winter Wolf
Spells learned: Silence, Snilloc's Snowball Swarm
##### Mastiff
Spells learned: Locate Object, Find Traps
#### Monster Links with Level 3 Spells
##### Coeurl
Spells learned: Lightning Bolt, Haste
Coeurls could be swapped out with any kind of quick moving, lightning based monster.
##### Earth Elemental
Spells learned: Melf's Minute Meteors, Wall of Sand
##### Morbol
Spells learned: Stinking Cloud, Ray of Sickness
In the Dungeons and Dragons universe, a Dretch could be a good option for this monster link.
\pagebreakNum
##### Sea Serpent
Spells learned: Wall of Water, Tidal Wave
##### Hell Hound
Spells learned: Fireball, Fear
##### Bird of Paradise
Spells learned: Fly, Hypnotic Pattern
##### Treant
Spells learned: Barkskin, Plant Growth
#### Tier 4 Monster Links
###### Turtle
Spells learned: Otiluke's Resilient Sphere, Hellish Rebuke
##### Water Elemental
Spells learned: Control Water, Water Walk
##### Air Elemental
Spells learned: Storm Spehere, Fog Cloud
##### Chasme
Spells learned: Blight, Crown of Madness
##### Golem
Spells learned: Stoneskin, Maximillian's Earthen Grasp
##### Mimic
Spells learned: Polymorph, Rope Trick
##### Puddings and Oozes
Vitriolic Sphere + Ray of Enfeeblement
#### Tier 5 Monster Links
##### Worms
Spell learned: Wall of Stone
##### Behemoth
Spell learned: Destructive Wave
##### Salamander
Spell learned: Immolation, Heat Metal
##### Roc
Spell learned: Control Winds, Fly
##### Young Ice Dragon
Spell learned: Cone of Cold
##### Banshee
Spell learned: Contagion
\pagebreakNum
## Apendix F: Naming Info
### Miqo'te Tribes
There are 26 tribes within the Seeker's of the Sun, here is a list to help you decide what tribe your Miqo'te came from.
##### Seekers of the Sun Tribes
| Tribe Letter | Associated Creature |
|:----:|:-------------|
| A' | Antelope |
| B' | Boar |
| C' | Coeurl |
| D' | Dodo |
| E' | Eft |
| F' | Bear |
| G' | Gryphon |
| H' | Gigantoad |
| I' | Buffalo |
| J' | Jackal |
| K' | Hipparion |
| L' | Viper |
| M' | Marmot |
| N' | Aldgoat |
| O' | Mole |
| P' | Basilisk |
| Q' | Puk |
| R' | Raptor |
| S' | Zu |
| T' | Condor |
| U' | Drake |
| V' | Vulture |
| W' | Wolf |
| X' | Lynx |
| Y' | Jaguar |
| Z' | Ziz |
### Roegadyn Words
The Roegadyn name themselves by pairing up two words from their language, usually a descriptor and then a noun. A noun is turned into a descriptive word by adding a I to the end of the noun. Here is a list of known Roegadyn Words to help you select a name. This is an incomplete list.
|Roegadyn| Common |
|:---:|:---:|
|Abar| Lone/Alone |
|Abyl| Rage |
|Aent| Duck |
|Aerg| Ambitious |
|Aerm| Poor |
|Roegadyn| Common |
|:---:|:---:|
|Aerst| First |
|Agat| Amber |
|Agynn| Beginning |
|Ahct| River |
|Ahl| Eel |
|Ahld| Old |
|Ahr| Eagle |
|Ahrm| Arm |
|Aht| Eight |
|Ahtyn| Judge |
|Ahtza| Eighty |
|Ais| Ice |
|Alyr| Alder |
|Anka| Anchor |
|Ansa| Scythe |
|Aren| Harvest |
|Ask| Ash |
|Awyr| Absent |
|Baen| Bone |
|Bara| Bare/Naked |
|Benn| Leg |
|Bera| Berry |
|Berk| Mountain |
|Bhald| Bold/Brave |
|Bhaln| Plague |
|Bhar| Bear |
|Bhir| Ale |
|Bhrat| Meat |
|Blaet| Blood |
|Blan| Darkness/Dark |
|Blau| Lead |
|Blei |Pale
|Bloe |Blue
|Bluom |Flower
|Blyn |Blind
|Blyss |Blossom
|Borg |Castle
|Born |Boar
|Braen |Break
|Brem |Bramble
|Broda |Brother
|Broen |Brown
|Broes |Chest
\pagebreakNum
|Roegadyn| Common |
|:---:|:---:|
|Brot |Bread
|Bryda |Bride |
|Bryn |Spring |
|Brytt |Bridle |
|Byld |Make |
|Bylda |Maker |
|Byrg (Byrgin)| Protect |
|Bylg |Fertile |
|Byrm |Tree |
|Byrt |Axe |
|Caepf |Slate |
|Caer (Careig)| Sad |
|Ceig |Sail |
|Ceil |Rope |
|Cwaen |Pine |
|Cwin |Wine |
|Daeg |Soldier|
|Dani |Narrow |
|Denkyr |Thinking|
|Denn |Thin |
|Dhem |Dusk |
|Doen |Thunder|
|Doer |Dry |
|Does |Two |
|Dornn |Thorn |
|Dorpf |Village|
|Draeg |Carry |
|Draga |Carrier|
|Drys |Three |
|Dyn |People |
|Dyrf |Farm |
|Dyrst |Thirsty/Thirst |
|Eidin |Oath |
|Eifa |Bitter |
|Elak |Elk |
|Elil |Exiled/Foreign |
|Ent |End |
|Erna |Earnest|
|Ewan |Even |
|Eyha |Oak |
|Eyhil |Acorn |
|Eyn |One |
|Eynli |Eleven |
|Roegadyn| Common |
|:---:|:---:|
|Eyri |Wandering|
|Edz |Eat |
|Faeld |Field
|Faez |Fat
|Falk |Falcon
|Farr |Bull
|Fatyr |Father
|Fedar |Feather
|Fhet |Fight
|Fhil |Yellow
|Fhis (Fhisk)| Fish
|Fhruh |Early
|Fian |Enemy
|Firk |Explore
|Flaz |Flat
|Flekk |Spotted
|Floeg |Fly
|Floer |Lead
|Floh |Flea
|Foer |Four
|Foet |Foot
|Fohc |Fox
|Folg |Bird
|Frae |Free
|Froe(a) |Lady
|Frusk |Frog
|Frut |Fruit
|Fryd |Peace/ful
|Fryn |Friend
|Fyr |Fire
|Fyril |Lost
|Fyst |Fist
|Gaez |Goat
|Ganz |Perfect
|Gara |Skin
|Garr |Choir
|Geim |Jewel
|Geiss (Geyss)| Ghost
|Germa |Conjurer
|Gheb |Give
|Ghim |Modest
|Glac |Bell
|Glaz |Glass
\pagebreakNum
|Roegadyn| Common |
|:---:|:---:|
|Goht |God
|Gohta |Goddess
|Graeb |Grave
|Greh |Calm
|Grein |Bronze
|Grina |Howl
|Grym |Cruel
|Gryne |Green
|Guht |Good
|Guld |Gold
|Guol |Glorious
|Gybal |Skull
|Gybet |Prayer
|Gyft |Sell
|Hael |Healthy
|Haemr |Hammer
|Haer |Grand
|Haerz |Heart
|Hald |Kind
|Halp |Side
|Hana |Hemp/Hempen
|Hanth |Hand
|Harr |Hair
|Hart |Hard
|Hast (Hastal) |Hazel
|Helb |Half
|Herl |Elder
|Hezz |Hot
|Himal |Sky
|Hint |Behind
|Hirsk |Agile
|Holas |Bald
|Holl |Hollow
|Holsk |Fast
|Horsk (Horsam) |Obedient
|Hort |Treasure
|Hund (Hundr)| Dog
|Hwab |Hawk
|Hwyz |Know
|Hyll |Hell
|Hylt |Forest
|Hym |Heaven
|Hyr |Army
|Roegadyn| Common |
|:---:|:---:|
|Hyrt |Autumn
|Ingil (Inghil) |Angel
|Isil |Island
|Itar |Knight
|Iyrn |Iron
|Jaeg |Hunt
|Jarr |Year
|Jho |And
|Jungh |Young
|Keim |Violet/Purple
|Kelt |Cold
|Kest |Chestnut
|Keten |Chain(ed)
|Khan |Laugh
|Khezl |Kettle
|Khra |Crane
|Khus |Chaste
|Kilb |Calf
|Kirz |Candle
|Klet |Burdock
|Klin (Klind) |Child
|Klyn |Small
|Klyng |Brook
|Kneh |Near
|Knod |Knot/Knotty
|Koel |Coeurl
|Koen |King
|Koena (Koenyb) |Queen
|Krepf |Claw
|Kroem |Bent
|Kryd |Chalk
|Kryst |Crystal
|Kupf |Copper
|Kympf |Champion
|Kynd |Virgin
|Kyrss |Cherry
|Laent |Land
|Lago |Lament
|Lahz |Salmon
|Lamm |Lame/Injured
|Leita |Bringer
|Liht |Light
|Lleid |Pain
\pagebreakNum
|Roegadyn| Common |
|:---:|:---:|
|Loef |Leaf
|Loet |Loud
|Loetr |Pure
|Loez |Short
|Loh |Cloth/Clothes
|Lon(a) |Gatherer
|Lora |Laurel
|Lorh |Rabbit
|Loug |Leech
|Lubb (Lubd)| Poison
|Lydir |Leather
|Lyna |Linen
|Lyng |Long
|Maeti |Mighty
|Maga |Stomach
|Mann |Man
|Marm |Marble
|Merl |Sea
|Mhar |Horse
|Mhas |Scar
|Mhol |Salamander/Eft
|Mhus |Mouse
|Moeg |Able
|Moen |Moon
|Moer |Kill
|Moht |Mind
|Murl |Wall
|Myna |Love
|Mynd |Mouth
|Myrgan |Morning
|Myst |Mistletoe
|Myte |Middle
|Nagl |Nail
|Nahct |Night
|Nazz |Damp/Wet
|Nebb |Fog
|Nedyr |Low
|Niu |New
|Noez |Walnut
|Nort |North
|Nortyr |Northern
|Nyst |Nest
|Nyun |Nine
|Roegadyn| Common |
|:---:|:---:|
|Oebb |Above
|Oefyr |Sacrifice
|Oeya |Eye
|Ofan |Clear
|Opyl |Apple
|Orn |Maple
|Ost |East
|Ostyr |Eastern
|Oura |Ear
|Pfar |Walking
|Pfef |Pepper
|Pfrew |Joy
|Pfrym |Plum
|Pfym |Five
|Pfyn |Finger
|Phati |Late
|Rael |Doe
|Raen (Raeng) |Circle
|Raet |Chariot
|Ramm |Ram
|Rhen |Clean
|Rhet |Law
|Rheti |Straight/Lawful
|Rhit |Right
|Rhot |Red
|Rhyl |Plentiful
|Roegan (Roega) |Rain
|Roeh |Rough
|Ronth |Run
|Ronn |Current
|Rostn |Rusty
|Ruht |Smoke
|Ryhhe |Empire
|Rymm |Frost
|Ryss |Giant
|Saelb (Sylbei) |Sage
|Saelz |Salt
|Saem |Seed
|Saes |Six
|Sald |Luck
|Sath |Knife
|Satz |Dance
|Seik |Lake
\pagebreakNum
|Roegadyn| Common |
|:--:|:--:|
|Sfeik |Lake
|Skaen |Beautiful
|Skaet |Shadow
|Skal |Servant
|Skapf |Sheep
|Skarn |Horrible
|Skoef |Poetry(Poet)
|Skoen |Shining
|Skrat |Goblin
|Skrib |Write
|Skyf |Ship
|Skylt |Shield
|Slae |Dull
|Slaf |Sleeping
|Slett |Plain
|Smyd |Smith
|Snoe |Snow
|Some (Soemr) |Summer
|Solk |Blessed
|Spaer |Sparrow
|Spyr |Spear
|Stael |Still
|Sterr |Strong
|Sthal |Steel
|Sthan |Stand
|Stral |Arrow
|Stymm |Voice
|Styr (Styrn) |Star
|Styrm |Storm
|Sund |South
|Sundyr |Southern
|Sunn |Sun
|Swaen |Mushroom
|Swar |Black
|Sweig |Herd
|Swerd |Sword
|Swoz |Sweet
|Swyg |Silent
|Swyn |Round
|Swyr |Big
|Swys (Swysta) |Sister
|Sygg |Victory
|Syhr |Fearless
|Roegadyn| Common |
|:--:|:--:|
|Syk |Sick
|Sylb |Silver
|Syn |Son
|Syng |Song
|Syngi |Singing
|Synt |Sand
|Syvin |Seven
|Syz |Sit
|Syzn |Sitting
|Thor |Torn
|Thosin |Grey
|Thota |Daughter
|Thuba |Mage
|Thubyr |Magic
|Thuv |Dove
|Toeg |Secret
|Toff |Deep
|Toum |Dream
|Trach |Dragon
|Trachyn |Dragon
|Tragg |Slow
|Trahg |Lazy
|Troe (Troeb) |Confused
|Troeg |Monster
|Tu |Dew
|Twyr |Dwarf
|Tyl |Valley
|Tymb |Dumb
|Tyrb (Terbin) |Cyclone
|Tyrn |Tower
|Ubyl |Evil
|Ulm |Elm
|Und |Wave
|Unsyn |Innocent
|Unta |Other
|Urs |Auroch
|Usyn |Ashen
|Uwil |Owl
|Waeb |Weave
|Waek |Battle
|Waem |Warm
|Waen (Waent) |Wind
|Waht |Guard
\pagebreakNum
|Roegadyn| Common |
|:--:|:--:|
|Wakk |Awake/Woken
|Wall |Boil
|Wann |Empty
|Ward |Watch
|Warg |Truth
|Wast |Sharp
|Webb |Silk
|Wegg |Provoke
|Wein |Woad
|Weitz |Wheat
|Wezzn |Punishment
|Whas |Wax
|Whei |Soft
|Wilf |Wolf
|Wilt |Wild
|Winst |Left
|Wint |Winter
|Wist |West
|Wistyr |Western
|Woerd |Word
|Wolk |Cloud
|Woll |Wool
|Wunt |Under
|Wuot |Berserk
|Wurt (Wurth) |Herb
|Wyb |Woman
|Wyda |Willow
|Wyn |Daughter (used in last name only)
|Wyrk |Work
|Wyrka |Worker
|Wyrn |Snake
|Wyrst |Sausage
|Wyss |Wise
|Wyta |Water
|Wyzn |White
|Ybolg |Enraged
|Zaen |Ten
|Zaes |Right
|Zagyl |Tail
|Zahr |Tear
|Zant |Tooth
|Zedyr |Cedar
|Zeh |Toe
|Roegadyn| Common |
|:--:|:--:|
|Zent |Send
|Zirn |Fury/Furious
|Zoeng |Tongue
|Zoer |Sour
|Zwelf |Twelve
|Zwyn |Twin
\pagebreakNum
### Xaela Tribes of the Azim Steppe
A Xaela's last name is the name of their tribe, rather than having a formal family name. They wear this name as a badge of honour and fight to protect their families. Each tribe has its own cultural ideas.
The Azim Steppe is an amazing large region of land where 51 known tribes are said to wander. It is not impossible for new tribes to form or disappear as people leave tribes to form their own or are assimilated into other groups.
|Tribe| Distinguishing Information |
|:--:|:--:|
|Adarkim |The largest of the Xaela tribes. While not the most skilled at battle, they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks.
|Angura |A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe's skin color a deep rusty tone.
|Arulaq |A tribe thought lost 200 years ago, only recently discovered once again living in a secluded valley in the mountainous north.
|Avagnar |Though defeated and absorbed by the Adarkim, several of the proud tribe's members still secretly use its ancestral name, knowing that it could mean death if they are discovered.
|Bairon |A middle-sized tribe of the southern deserts and masters of survival in the driest of climes, the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will.
|Bayaqud | A tribe of the steppeās western edges. Women from the Bayaqud tribe will traditionally take several husbands, as did the tribe's founding matron 2000 years ago.
|Bolir | A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried, turned into charcoal in temporary kilns, and sold to other tribes.
|Borlaaq | A tribe of all women. While breeding with men from other tribes is allowed, if a male is born into the tribe, he is given up within a year of birth.
|Buduga | An all-male tribe which only increases its ranks through battle and kidnapping.
|Dalamiq | One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon.
|Tribe| Distinguishing Information |
|:--:|:--:|
|Iriq | A tribe that follows the Borlaaq, taking on any male children given up by the female warriors and raising them as their own.
|Jhungid | The second largest Xaela tribe. Mortal enemies with the Kharlu, the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu--the winner gaining control over a large part of the eastern coastlands.
|Kharlu |The third largest Xaela tribe. Mortal enemies with the Jungid, the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid--the winner gaining control over a large part of the eastern coastlands.
|Khatayin | A tribe which largely remains unseen, hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked.
|Malqir |A western steppe tribe characterized by its unique leader-choosing ritual which, instead of the usual test of brawn, is a game of Kharaqiq--a chess-like game played on a circular board divided into three rings.
|Mankhad |A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe, that they can disable a target from 200 paces.
|Mierqid |A desert tribe which, over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit.
|Noykin |Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week.
|Olkund |Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females, for whatever reason, remain of an average height.
|Dazkar |Household duties such as cooking, cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family's yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm.
\pagebreakNum
|Tribe| Distinguishing Information |
|:--:|:--:|
|Oronir |All members of the Oronir tribe believe themselves to be direct descendants of Azim, the tribe's god of the sun.
|Oroq |The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands.
|Qerel |The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age.
|Torgud |This desert tribe does not wear any clothes, choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun.
|Tumet |The children of the Tumet, upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe.
|Ugund | When members of this tribe die, their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey.
|Uyagir |One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy.
|Dhoro |An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted.
|Orben |A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin.
|Ejinn |A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell, and will often migrate while almost completely submerged in order to avoid contact with hostile tribes.
|Tribe| Distinguishing Information |
|:--:|:--:|
|Dotharl| An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes, mortality rates are high, ensuring that their numbers never grow too high.
|Hotgo |A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their current mood.
|Sagahl |A tribe which sees all beastkin as equals with man, therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.
|Kahkol |A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol.
|Kha|Unlike most of the Xaela, the Kha live on the fringes of the Xaela lands, actively seeking contact with non Auri peoples, introducing many aspects of those cultures into their own.
|Mol |A small tribe of devout worshippers of the elder gods, the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food.
|Gesi| The Gesi are masters of the slingspear, a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power.
|Kagon| The Kagon are a nocturnal desert tribe who worship Nhaama, goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale.
|Goro| The Goro believe horses to be perfect beings, and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots.
\pagebreakNum
|Tribe| Distinguishing Information |
|:--:|:--:|
|Gharl| Before each migration, the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil.
|Dataq| The Dataq cover quite possibly the most area in their migrations, for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable.
|Haragin| The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons.
|Ura| This mountain-dwelling tribe is one of the few which instead of hunting, mine the precious ores of the peaks and trade them with the steppe tribes for food.
|Moks| A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet, through an ancient set of hand signals only recognizable by those who know what they are looking for.
|Geneq| In addition to the standard language used by most of the Xaela in cross-tribe communication, the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.
|Horo| To those who live the meager lifestyles of the steppedwellers, being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies.
|Himaa | For reasons unknown, one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe's members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen.
|Malaguld |One of the only tribes that accepts people of the Raen--those that have been exiled, or those who have fled persecution--into their circle.
|Tribe| Distinguishing Information |
|:--:|:--:|
|Urumet |This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert, this gives the tribe the advantage of being able to see farther.
|Qalli |Also known as the songbirds of the steppe, the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning.
|Qestir |This tribe refuses to speak, believing that all words are lies, and that a man's actions are the purest form of communication.