Eorzea Companion Guidebook

by KaiserPenguin

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Contents

Preface.....................................3

Chapter 1: Races and Languages

Au Ra...................................................................................................5
Elezen..................................................................................................7
Hyur......................................................................................................9
Lalafell...............................................................................................11
Miqo'te...............................................................................................13
Roegadyn..........................................................................................15

Chapter 2: Classes

Arcanist.............................................................................................18
Astrologian.......................................................................................24
Bard (Archetype).............................................................................29
Black Mage......................................................................................30
Dark Knight.....................................................................................34
Dragoon............................................................................................40
Machinist..........................................................................................45
Monk (Archetype)............................................................................49
Ninja (Archetype)............................................................................50
Paladin (Archetype)........................................................................52
Red Mage..........................................................................................53
Samurai...........................................................................................57
Warrior.............................................................................................61
White Mage.....................................................................................66

Chapter 3: Spells

Spell Lists........................................................................................71
Created Spells.................................................................................76
3rd Party Spells..............................................................................78

Appendix A: Carbuncles.............80

Appendix B: Egis........................81

Appendix C: Nymian Fey..............83

Appendix D: Machinist Info........84

Appendix E: Naming Info............86

Preface

This document was originally created by SilentSoren. The current iteration is simply a adaptation. You can find the contact data of the original creator and me in the "Contact us" section further down the page.

The following are the original credits, as cited by the author: Starting with aknowledgements! Special Thanks to /u/JamesMusicus for his class and race creation templates and /u/Stolksdorf for their homebrewing tool at naturalcrit.com/homebrew. Thank you to Square Enix for producing Final Fantasy XIV. Specifically Akihiko Yoshida for the work he's done to create the art I am using. I have spent over two years enjoying the world you all have created and have enjoyed it immensely!

A huge thank you to r/UnearthedArcana and r/ffxiv for their warm reception and feedback along with countless reddit users who've contributed with edits, ideas and proofreading. With all of your help, this project continues to drive forward.

Additionally thanks to Goob, Phalian, Acat, Yorxi, Zeppy, Simon, Emmy, James, Hypno and Sara for playtesting in our campaign.

Though these names are just appearing on a list at the preface, I can not highlight enough how important their suggestions and feedback was to the polishing of my work. Thank you so much all of you, I wouldn't have gotten this done without you.

Changes made by me

The following changes are deviations from Sorens original work, based on personal preference, perceived balance, fulfilment of fantasies and WotC's style guide. The following product may not be to your liking, or could be just the right tool for your needs. It primarily exists as a ressource for the players in my personal campaigns and while I appreciate input, it's primarily focused on being a fun to use toolkit of classes and races.

Races
  • Rebalanced all races to bring them in line with the PHB races, using Detect Balance as a base for the rating of features.
Classes
  • Numerous changes to Arcanist, Astrologian, the Bard Archetype, Black Mage, Dark Knight, Dragoon, Machinist, Monk, the Paladin Archetype, Red Mage and Warrior.
Spells
  • Added the cantrips "Misery's End", "Rain of Death", "Empyreal Arrow", "Caustic Bite" and "Stormbite" to the Spells section.
  • Reorganized Spells Section.
  • Reworked Spell Lists for all classes.
  • Added several Homebrew Spells and their sources to the document, for personal use
Misc
  • Changed Document format to DIN A4, was US letter size.
  • Changes to wording throughout the document, to bring it more in line with the PHB and other WotC products - still in progress.

Contact Us

If you need to get in touch with Soren about whatever you need to know about this document, you can message him via Reddit, Imgur or email him at Silentsorengames@gmail.com.

If you want to tell me how bad I fucked this up contact me under Hermelin#2553 on Discord.

Chapter 1: Races and Languages

The currently available races cover all playable races in the FFXIV MMO along with the presumed race. Each race is able to fit into most fantasy worlds without trouble, I will include a quick blurb for each here.

Au Ra

The Au Ra are a race of scaled people who vary greatly in size between the males and females of the race. The males tend to be extremely tall while the females grow to be much shorter. The dark scaled Xaela are nomadic, travelling around vast grasslands in various tribes. The light scaled Raen live largely in secluded villages built in secret locations, keeping to themselves. Both the Xaela and Raen have members of their respective groups leave to find adventure.

Elezen

Final Fantasy XIV's answer to elves of fantasy settings, the Elezen are split into two groups, the Wildwood whom are light skinned and dextrous, skilled with a bow and live in either dense forests or their highly religious city-state homeland. Alternatively are the Duskwights who live in a series of twisting tunnels and ruins underground, coming up only to hunt for food before returning to their cavernous homes.

Hyur

The Hyur can be equated to the every day humans of fantasy settings. There are the average sized Midlanders, named for the elevation in which their sub species lived for many years, and the taller, more muscular highlanders, who lived in the high mountains for their declared homeland.

Lalafell

The Lalafell find themselves split into two sub races, the Planesfolk and the Dunesfolk. The Planesfolk hail from flatlands and islands, coming from a heritage of farmers and merchants selling their wares across the sea. Merchantry comes naturally to the Lalafell as the Dunesfolk built their society around trade. Traditionally travelling on the backs of beasts of burden, they eventually settled and built a merchant city in the desert.

Miqo'te

The Miqo'te people appear as cat folk who are expert hunters. The Seekers of the Sun live in warmer climates and live in patriarchies with a strict hierarchy, while the Keepers of the Moon live in dense forests within a matriarchy.

Roegadyn

The Roegadyn are large, hulking people who hail from the mountains and the sea. The Sea Wolves are known as famed pirates and settled a coastal city-state formed by a union of pirates, while the Hellsguard live in villages atop mountains and volcanoes, acting as keepers of the land.

Languages of the Realm

Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional language of your choice. Note these languages on your character sheet.

Choose your languages from the Standard Languages table, or choose one that is common in your campaign.

With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as Thieves Cant or the tongue of druids. Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

Standard Languages
Language Typical Speakers Script
Common Hyur Elezi
Auri Au Ra Auri
Elezi Elezen Elezi
Garlean Garleans Allag
Imperial Citizens of the Garlean Empire Allag
Lalafellian Lalafell Magi
Roe Roegadyn Roe
Exotic Languages
Language Typical Speakers Script
Aetheral Spirits and Elementals Elezi
Allag Citizens of the Allagan Empire Allag
Beastspeech Beastmen Elezi
Dravanian Dragons Dravanian
Jagdt Miqo'te Elezi
Magi Citizens of Nym, Mhach and Amdapor Magi
Primal Primals ---
Voidspeech Voidsent Allag

Au ra

We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. in their ignorance, they feared us, and that fear manifested as spite and violence.

My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research.

-Alaqa the Witch

The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people few in number across the world. These conditions have led the Au Ra to value their families beyond all else.

Variable Size

Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes, alluding to their normally serious and sullen demeanor.

Au Ra tend to dress very modestly, wearing simple robes and lengths of cloth draped over their bodies as cloaks, especially amongst the nomadic Xaela tribe.


Divided By Blood

The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother courses through their veins. The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honor of their ancestors of the past. The light scaled Raen on the other hand have moved on from the nomadic lifestyle, building a great city beneath the waves of the Ruby Sea to make their home. Here the Raen live a life of tranquility and solitude from the rest of the world.

Peaks, Valleys and Plains

The Au Ra's homeland is known as Othard, a region to the far east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates their country. The Xaela clans travel across this sea of land in close knight tribes. The northern and western reaches of Othard are shielded by high mountain peaks and deep valleys shrouded in mist. To the East extends the Ruby Sea, beneath which the Raen have made their home, hidden from the world.

For my family

An Au Ra may set off on an adventure for any number of reasons. A thirst for adventure may awaken in them and draw them from their isolated clan lives, or an act against their clan or tribe has forced them to action. This could go as far as searching for lost family members, or seeking revenge for a slight against their family. For the Au Ra, family is extremely important to them, and may serve a central purpose to drive them to explore the world.

Au Ra Names

The Au Ra approach names in two starkly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession.

Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku, Chikamasa, Rokuyari, Tanehiro, Yoshikore, Hidetake, Norishig

Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki

Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan

Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar

Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, Khatayin, Ura, Goro, Oroq

Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa

Au Ra Traits

Your Au Ra character has a variety of natural abilities.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Despite their extraordinary physical features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city-states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themselves to be the product of their upbringing.

Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.

Speed. Your base walking speed is 30 feet.

Cranial Horns. Your horns act as your means of perceiving sound. You have improved hearing and spatial awareness compared to other races because of this. You gain proficiency in the perception skill.

Gift of Dawn and Dusk. Starting at 3rd level, you gain access to the heavenly powers of your celestial parents. Xaela will call upon the Dusk Mother, while the Raen will beckon the Dawn Father in most cases. As a action you can unleash the heavenly light of the moon or sun from within yourself, causing your scales and eyes to glow in bright orange or light blue. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foots radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Languages. You can speak, read and write Common and Auri. The Auri language does not include gender or numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language.

Subrace. The Au Ra's bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen, divided by the divine blood of their creators the Dusk Mother and Dawn Father. Select one of the two subraces of Au Ra.

A Valuable Ally

The Au Ra are steadfast allies once they are befriended. Once an Au Ra calls you their friend, you are considered family to them. Their experiences with other races are fewer in number than most, but can appreciate the culture of the new lands.
Hyur. "Every Hyur is different in their own way. They're an ambitious people who work hard for their future. We can live alongside them easily."
Elezen. "They turned us from their gates, and slaughtered us out of fear. We do not trust the Elezen as a whole, though perhaps there may be one redeemable one among them."
Miqo'te. "Miqo'te don't differ much from us. We both have an appreciation for what the natural world can provide us with. I'm sure our tribes would clash if they crossed paths in Othard though."

Xaela

As a Xaela, you have been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.

Ability Score Increase. Your Constitution score increases by 1.

Hardened Scales A harsh history of scarcity and violence between tribes has led the nomadic Xaela to develop in more sturdy ways compared to their Raen relatives. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.

Nomadic Knowledge You gain proficiency in the survival skill.

Xaela weapon training. You have proficiency with the shortbow, shortsword, dagger and spear.

Raen

The Raen live beneath the churning waters of the Ruby Sea, eastern waters dotted by islands and amongst the sharp peaks of Othard. They prefer the pen to the sword and would rather solve a problem with diplomacy rather than resort to violence. They are a reserved people, living in isolation from the world, but have no animosity towards other city states. There is simply no reason for them to become involved with others outside of trade, and to do so could bring ruin upon their hardwon peace beneath the waves and atop the mountains.

Ability Score Increase. Your Charisma score increases by 1.

Careful Awareness. Raen are careful to show weakness, which is attributed to their struggles when first joining human society. If you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you an see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Eyes of the Deep. Accustomed to life beneath the sea, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Xaela Tribes

An extended list of the 51 Xaela Tribes has been provided in the Appendix for this document.

Elezen

For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion.

-Ser Aymeric de Borel, Lord Commander of the Holy See

The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arm's reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense forests or live in the religious oligarchy of Ishgard, cut off from rest of the world. The Duskwights in contrast are notorious for thievery and pillaging. Spending much of their live in caves and caverns hidden in the forest.

Elegance and Pride

Long legs, slender bodies, pointed ears and sharp features are all marks of an elezen. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin. All Elezen try to clothe themselves whenever it is appropriate, valuing their appearance.

Difference of Opinion

The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The largest population of Wildwood Elezen live in Ishgard, a massive religious city embroiled in a war against dragonkind, closed off from much of the world. The Duskwights, who made their homes in the cavern systems of the forests have since been driven to crime to survive due to the Wildwood's clutch on the boundaries of the forest.

The Woods and the North

The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealth live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See.

Honour and Vengeance

An Elezen may set out on an adventure for many different reasons. An Ishgardian Wildwood hungry for revenge against the dragons may set out to seek greater strength, while another may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame.

Elezen Names

Both the Wildwood and Duskwight clans of Elezen spell their names very similarly. Men's names are longer and always end in -loix, -aux, -mont, or -eant. A female's name will always end in -ne, -ette, -elle, or -ie.

Despite the similarity in their first names, the Elezen tribes over time claimed surnames for either side. These surnames will never cross clans, but only those who live within the race will know the difference.

Male Elezen Names. Adeux, Beichault, Dreauchant, Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex,

Female Elezen Names. Adreanne, Iflione, Eaupline, Eranne, Etrene, Moriene, Peronne, Cummone, Phivonne, Paxeonne

Elezen Surnames. Breaunojuste, Douvionne, Feajorins, Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane

Elezen Traits

Your Elezen character has a variety of natural abilities.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.

Alignment. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.

Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Child of the Land You know the Druidcraft cantrip. Intelligence is your spellcasting ability for it.

Languages. You can speak, read and write Common and one extra language of your choice.

Subrace. The Elezen come from two different clans. Select one of the two subraces of Elezen.

Wildwood

The Wildwood Elezen have become the protectors of the forest and mortal enemies of dragonkind depending on where they are living. Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land wherever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities.

Ability Score Increase. Your Dexterity score increases by 1.

Hawk Sight. The normal range of your ranged weapons is increased by 30 feet.

Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Prying Eye. You have advantage when making a perception check which involves sight.

Remembrance. You have proficiency in the history skill.

Wildwood weapon training. You have proficiency with the shortbow, shortsword, spear and dagger.

Duskwight

Duskwights are Elezen who made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from their surface dwelling counterparts. Duskwights are expert cave explorers after growing up in such systems. Though the caves could not satisfy all of their needs, leading the Duskwights to build a reputation of banditry for themselves.

Ability Score Increase. Your Constitution score increases by 1.

Darkvision. Due to life in the caverns your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Duskwight Weapon Training. You have proficiency with the shortbow, longbow, shortsword and javelins.

Poachers Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Superb Hearing. You have advantage when making a perception check which involves hearing.


Arrogance or Confidence?

The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally.

Au Ra. We Ishgardians have made a grave mistake. Despite their heretical appearance, we should not have let fear guide out hands. I hope we can make amends one day.

Hyur. "We were the first people of the woods, regardless of what they believe. Why the forest sends their chosen through the Hyur is beyond me, but I suppose we can be friends."

Miqo'te. "They are skilled hunters, perhaps too skilled. We share the woods with these people in service to the forest. But the Keepers who break off from the clans and become poachers are as deadly as they come."

Hyur

Thal's Balls... I'd forgotten what it was like to feel so alive! Not since leaving the bloodsands have I had the privilege. Not since the Bull of Ala Mhigo hung up his swords. Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows.

-Raubahn Aldynn, The Bull of Ala Mhigo

Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.

Of Average Build

The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevalent in all cities. Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build.

A Matter of Location

The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular.


These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions.

People of the World

Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo. In recent years, the Ala Mhighan's were forced from their homes to immigrate across the world, mixing into the cities across the world themselves.

Glory and Prosperity

The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.

Hyur Names

The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession. Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery.

Male Midlander Names. Odard, Redwald, Kenward, Herebert, Acwuld, Edward, Roderic, Eadwine

Female Midlander Names. Rowena, Hilda, Agatha, Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild, Rimilde

Male Highlander Names. Sigmundr, Arnar, Armond, Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn

Female Highlander Names. Marte, Cathrine, Yngvildr, Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla

Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher

Highlander surnames. Fury, Burne, Savage, Stronge. Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill


Breadth of Bonds

Hyur are prevalent throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall the Hyur are met with courtesy wherever they wander.
Elezen. "For a long time we didn't see eye to eye, but for the time being we are friends."
Lalafell. "The Planesfolk are a wonderful people, so earnest in their lives. The Dunesfolk, will rob you blind with your thanks."
Miqo'te. "They're a quiet folk who keep to themselves, but I can respect their skill. I have no qualms with them."

Hyur Traits

Your Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.

Ability Score Increase. Your Strength score increases by 2.

Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old.

Alignment. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.

Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is medium.

Speed. Your base walking speed is 30 feet.

Worldly Skill. You have proficiency with a set of artisan's tools of your choice.

Languages. You can speak, read and write Common and two other languages of your choice.

Subrace. The Hyur have changed over time based on where they lived over the past millennium. Select one of the two subraces of Hyur.

Midlander

As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lifes anywhere, they have becoming highly adaptable and well educated.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Skill Versatility. You have proficiency in three skills of your choice.

Highlander

The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.

Ability Score Increase. Your Constitution score increases by 1.

Highland Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Naturally Honed Body. You have proficiency in the athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Soldiers Attention. Highlanders are known for their resilience. When you take a long rest you only need 4 hours of sleep. You may spend the remainder of your rest doing light activity or standing watch. After resting in this way, you gain the same benefit that a character usually does from 8 hours of sleep.

Lalafell

But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissolution of the sultanate. 'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few.

-Nanamo Ul Namo, Sultana of Ul'Dah

The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

Tiny Yet Mighty

Lalafell anatomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs. The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally out of tradition, Dunesfolk will place gemstones associated with their zodiacal sign on their foreheads.


Products of the Land

The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. The Dunesfolk began and remain as desert dwelling folk, their bodies adapting to the harsh conditions.

Rolling Planes and Towering Dunes

The Lalafell can trace their ancestry back to two key area. The Plainsfolk began as farmers on fertile islands in the south, farming the fertile lands of their namesake. The Dunesfolk were not so luck to have farmable land and instead turned to animal husbandry. Traditionally Dunesfolk built their homes on the backs of beasts of burden, travelling with their herds. Eventually the Dunesfolk founded a great city of wealth, where nearly all Dunesfolk live today.

Family and Fortune

Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Lalafells may be small, but they take on the world in a big way.

Lalafell Names

Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own ruleset detailed below. Each letter indicates a syllable or pair of syllables.

Lalafell Naming Convention
Gender and Subrace Rhyming Scheme
Male Plainsfolk AB - CB
Female Plainsfolk ABB - AB
Male Dunesfolk AAB - CCB
Female Dunesfolk AAB - AB

Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo Forelo, Elehul Pedulehul, Gusis Shisis

Female Plainsfolk Names. Icucu Icu, Badada Bada, Usoso Uso, Kikuku Kiku.

Male Dunesfolk Names. Wowokima Chichikima, Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba Susureba

Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu

Lalafell Traits

Your Lalafell character has a variety of natural abilities derived from their ancestry.

Ability Score Increase. Your Charisma score increases by 2.

Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.

Alignment. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd businessmen may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.

Size. Lalafells are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.

Speed. Your base walking speed is 25 feet.

Lalafell Luck. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Merchant's Intuition. You gain proficiency in the persuasion skill.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read and write Common and one other language.

Good Relations All Around

Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone. Most Lalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races.

Subrace. The Lalafell come from two distinct groups of people. Select one of the two subraces of Lalafell.

Plainsfolk

As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.

Ability Score Increase. Your Wisdom score increases by 1.

Healing Herbs. As an action you can procure a variety of healing herbs and salves you keep handy. You can feed a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you replenish your stock during a long rest.

Sharp Senses. You gain proficiency with the perception skill.

Dunesfolk

As a Dunesfolk, you have an instinctual ability to work with animals thanks to your ancestors. Additionally you have adapted to the harsh desert environments and thrived.

Ability Score Increase. Your Intelligence score increases by 1.

Dust Shield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.

Poisonous Upbringing. You have advantage on saving throws against poison, and you have resistance against poison damage.

Miqo'te

The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic."

-U'odh Nunh, leader of the Drake Tribe

The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.

Lithe Hunters

The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Furthermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo'te people.

Of Suns and Moons

The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma. In contrast the Keepers live in a matriarchal society and worship the goddess Menphina.

Arid Sands and Dense Woods

The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun.

Adventure Calls

The Miqo'te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group.

Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish.

Miqo'te Names

Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Miqo’te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers' first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.

The tribal prefix often gets dropped in casual conversation and with close friends and family.

The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Keepers' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.

Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur.

Female Seeker Names. C'nhamfaule, C'qhaalkamo, D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, N'zhamroli

Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan.

Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, Fafoh, Cehxi, Xarih, Ecih

Keeper Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia.

Seekers of the Sun Tribes

For a full list of the Seekers of the Sun's tribes, see appendix F.

Miqo'te Traits

Your Miqo'te character has a variety of natural abilities related to their natural physical traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.

Alignment. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.

Size. Miqo'te are a people people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Reserved Watchers

Miqo'te tend to keep to themselves, trying to avoid contact with races outside their own, Even in highly populated cities, individual Miqo'te lead isolated lives, preferring to stay aloof.


Predation. You have proficiency in the stealth skill.

Languages. You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of "r" sounds are sometimes extended with a purr.

Subrace. The Miqo'te are made up of two distinct clans. Select one of the two subraces of Miqo'te.

Seekers of the Sun

As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which worships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.

Ability Score Increase. Your Wisdom score increases by 1.

Catlike Reflexes. You have advantage on Strength and Dexterity saving throws against effects you can see such as traps or spells. To gain this effect you can't be blinded or incapacitated.

Graceful Speed. Your base walking speed is 35 feet.

Seekers weapon training. You have proficiency with the dagger, scimitar, net and shortbow.

Keepers of the Moon

As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their

Ability Score Increase. Your Charisma score increases by 1.

Natural Tracker. You have proficiency in the Survival skill.

Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Roegadyn

They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay.

-Admiral Merlwyb Bloefhiswyn

The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.

Size Matters

Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery. Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily.

Maritime Reavers, Volcanic Hermits

The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.


Be it sailing, naval service or mercenary work, the Sea Wolves continue to feel most at home when adventuring on board a ship. The Hellsguard in comparison live in land around the volcanic mountains of abalathia. Here they guard the material plane from undead spirits trying to return home.

The Great Seas and Abalathia

The Roegadyn as an entire race hail from the Northern seas , their name translating to people of the rain. These seafaring people can be found living in coastal cities the world over living as sailors, mercenaries and pirates.

The Hellsguard live around the volcanoes of the Abalathia mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic.

In Their Nature

The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery.

They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seeded thirst for adventure. Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer.

Roegadyn Names

Sea Wolves and Hellsguard follow very different rules when it comes to naming conventions. Sea Wolves all derive their names by combining two words from their ancient Roegadyn Language. Women of the Sea Wolves also derive their names by combining two words, but the second word is always one of eight words. Sea Wolves form their surnames by taking their parent's name and adding a third word; syn for males and wyn for females, indicating they are a son or daughter respectively.

Hellsguard on the other hand avoid their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their ancestors in the past.

Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr

Female Sea Wolf Names. Rhotbryda, Hezzwyb, Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Trahggeim

Male Hellsguard Names. Aware Sun, Major Wind, Blue Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Fearless Oak, Dirt Snow, Stark Crow

Female Hellsguard Names. Soft Pea, Obedient Apple, Honored Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil.

Roegadyn Language

Check Appendix F for a list of Roegadyn words.

Roegadyn Traits

Your Roegadyn character has a variety of natural abilities which all members of their race have.

Ability Score Increase. Your Constitution score increases by 2.

Age. Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.

Alignment. Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they've lived near for ages.

Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches tall. Despite your powerful builds and great height, your size is medium.

Speed. Your base walking speed is 30 feet.

Brave. You have advantage on saving throws against being frightened.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read and write Common and Roegadyn.

Subrace. The Roegadyn have settled into two distinct lifestyles. Select a subrace based on where you come from.

On Your Merit

Both the Sea Wolves and the Hellsguard do not carry preconceived notions about other races, but rather judge each person they meet by their own standards. Sea Wolves may value people who show courage, while Hellsguard appreciate those who think before acting.

Seawolf

Fearless sailors of the sea. The Sea Wolves have a storied history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.

Ability Score Increase. Your Strength score increases by 1.

Sailor's Swimming. You have advantage when making athletics (swimming) checks.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Sea Wolves weapon training. You have proficiency with the greataxe, battleaxe, greatclub and handaxe.

Hellsguard

The elusive Hellsguard live around then volcanoes located within Abalathia's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world. A long history of practicing magic in the mountains has left the Hellsguard with innate supernatural abilities.

Ability Score Increase. Your Charisma score increases by 1.

Magical Knowledge. You have proficiency with the arcana skill.

Volcanic Children. You know the Firebolt cantrip. At 3rd level you learn the Burning Hands spell and can cast it at the 1st level once before requiring a long rest. Charisma is your spell casting ability for these spells.

Chapter 2: Classes

Classes
Class Description Hit Die Saving Throw Proficiencies Armor and Weapon Proficiencies
Arcanist A spellcaster who summons a familiar to assist them in battle. d6 Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows
Astrologian A spellcaster who uses tarot cards and draws power from the stars. d6 Wisdom & Charisma Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Black Mage A mage who calls upon the power of the void to empower their spells. d6 Intelligence & Charisma Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Dark Knight A knight who harnesses forbidden power to protect the weak. d10 Constitution & Charisma All Armor, shields, Simple and Martial Weapons
Dragoon A fighter who harnesses the power of dragons to jump through the sky and dive upon their foes. d10 Strength & Dexterity Light and Medium armor, simple weapons and martial Weapons
Machinist A tinkerer who uses firearms and creates clockwork companions to fight with them. d8 Dexterity & Intelligence Light armor, Simple weapons, Pistols, Hunting Rifles, Revolvers and Muskets
Red Mage A mage who draws from the schools of white and black magic, weaving them with swordplay. d8 Dexterity & Charisma Light armor, Simple weapons, Short Swords and Rapiers
Samurai A fighter specializing in an eastern approach to combat. d10 Strength & Wisdom Light, Medium Armour, simple weapons, martial Weapons
Warrior A fighter who uses immense strength and bulk to overpower opponents. d12 Strength & Constitution All armor, simple weapons, and martial weapons
White Mage A mage who draws on the power of nature to power their spells. d6 Wisdom & Charisma Daggers, Darts, Slings, Quarter Staffs, Light Crossbows

Class Table and Archetypes

The full classes provided in this document are listed in the table above.

The following Final Fantasy XIV classes which are represented by archetypes for use alongside the D&D 5th Edition Player's Handbook are the following: Bard, Monk, Ninja and Paladin.

Multiclassing

The table appearing below indicates the stat requirements for each class if you intend to multiclass.

Class Ability Score Minimum
Arcanist 13 Intelligence
Astrologian 13 Wisdom
Black Mage 13 Intelligence
Dark Knight 13 Strength or Charisma
Dragoon 13 Strength or Dexterity
Machinist 13 Dexterity or Intelligence
Red Mage 13 Charisma
Samurai 13 Strength
Warrior 13 Strength
White Mage 13 Wisdom

Arcanist

A lightly armoured man maneuvers through the battlefield alongside his carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing their foes, while their allies return to formation, swaying the battle in their favour.

A quiet woman carefully scratches notes into her research tome. After a long quiet hour passes, a shining avian figure bursts forth from another plane, ready to heed her every command.

A carefully launched arrow catches the the elven woman's ally. Invoking a few words and raising her grimoire to the sky, healing magics close the wound, allowing their friend to fight on.

These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation an Arcanist becomes an indomitable force to stand against.

Magic Through Research

Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the Arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then tests that knowledge.

Borrowed Power

One thing which sets the Arcanist apart from other spell casters is their usage of summoning companions. Early in their studies an Arcanist learns to summon forth a magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the Arcanist's power and in return gives the caster an unwavering ally on the field of battle.

Creating an Arcanist

An Arcanist's path begins with a few formulas scrawled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal. You must consider what was your Arcanist's call to action? Perhaps their thirst for knowledge couldn't be satisfied at their desk, or they saw that their abilities could help the world in another way. Perhaps they uncovered some information that they must investigate or acted upon.

Whatever the cause which brought the Arcanist out into the world, they do so with their research in hand and companion by their side.

The Arcanist

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Aetherflow, Magi 3 2 — — — — — — — —
2nd +2 Area of Study, Summoning 3 3 — — — — — — — —
3rd +2 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 4 4 3 2 — — — — — —
6th +3 Study Feature 4 4 3 3 — — — — — —
7th +3 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 4 4 3 3 3 1 — — — —
10th +4 Study Feature 5 4 3 3 3 2 — — — —
11th +4 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 2 — — —
13th +5 5 4 3 3 3 2 2 1 — —
14th +5 Quick Summon 5 4 3 3 3 2 2 1 — —
15th +5 5 4 3 3 3 2 2 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 3 2 1 1 —
17th +6 5 4 3 3 3 3 2 1 1 1
18th +6 Study Feature 5 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 3 2 1 1
20th +6 Aetherial Sea 5 4 3 3 3 3 3 2 1 1

Quick Build

You can make a Arcanist quickly by following these suggestions. First make Intelligence your highest ability score, following with Wisdom. Second take the Sage background.

Class Features

As an Arcanist, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Arcanist level
  • Hit Points at 1st Level: 6 + your Constitution
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Arcanist level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) quarterstaff or (b) a dagger
  • (a) a grimoire spell casting focus
  • (a) a scholar's pack or (b) an explorer's pack

Spell Casting

Your avid research has allowed you to produce magic spells through the use of geometrical figures and formulae within your grimoire. As you gain experience, you are able to write more powerful formulas leading to stronger spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Arcanist spell list.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Arcanist spell list. You learn additional Arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Preparing and Casting Spells

The Arcanist 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 spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Arcanist spells that are available for you to cast, choosing from the Arcanist spell list. When you do so, choose a number of Arcanist spells equal to your Intelligence modifier + your Arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Arcanist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcanist spells requires time spent rewriting your formulas in your grimoire: at least 10 minutes for each spell you change.

Spellcasting Ability

Intelligence is your spellcasting ability for your Arcanist 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 Arcanist 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 Arcanist spell you know as a ritual if that spell has the ritual tag. You don't need to have the spell prepared.

Spellcasting Focus

You can use a grimoire, tome, research notebook or other similar equipment inlaid with magical energy as an arcane focus (found in chapter 5 of the player's handbook) for your Arcanist spells.

Aetherflow

You are able to temporarily gather and hold clusters of magical energy in your body. You are able to hold a number of Aetherflow stacks equal to half your Intelligence modifier, rounded up, minimum of one stack.

You can expend one aetherflow stack to reroll a spell's damage or healing die result, but must use the new number. All of your aetherflow stacks recharge upon completing a short rest.

Magi

You know Magi, the language of magical theory. You can speak the language and can use it to decipher most magical texts or scrolls and to hide messages in seemingly normal writing. Only another creature that knows Magi can detect such messages.

Additionally, you can transcribe a spell scroll to make it usable by everyone. To do so you can spend 2 hours and a number of gold, equal to the spells level x200. If a spell scroll you transcribed is used by a creature without a spellcasting ability, it uses your spellcasting ability instead.

Arcanist Archetype

At 2nd level, you decide on your area of specialization and along with it, the type of companion you are able to summon. A Strategist focuses on using their magical abilities and carbuncle ally to dictate the flow of battle, a Summoner harnesses the raw power of beings from another plane along with augmentations to their spells to rain havoc on their enemies, and a Nymian Scholar has decided to focus on the healing arts, seeking to expand the healing magic available in the world alongside their fey allies.

Summoning

Starting at 2nd level, you are able to perform a ritual to summon an aetherial companion who is able to fight alongside you. If you select the Strategist archetype, you may summon a carbuncle, if you select the Summoner archetype you may summon an Egi, and if you select the Scholar archetype you may summon a Nymian Fey.

To summon your companion you must spend one hour performing a ritual for which your spell casting focus is required. You can only summon a companion once in this way, before requiring a long rest. When summoned your companion gains all benefits of your Summoning feature. You can only summon one companion at a time. If your companion strays farther than one mile from you, their bond to you and the material plane are severed, causing them to disperse.

Your summoned companion gains a variety of benefits while it is under your control. Add your proficiency bonus to your summoned 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 2nd, your summoned companion gains an additional hit die and increases its hit point accordingly. Your companion gains proficiency in Intelligence 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 and decisions. If you are incapacitated or absent, your companion acts on its own.

On your turn you can use a bonus action to cast a cantrip from the position of your companion. The casting time of the cantrip still applies as usual and doing so uses up the action of your companions turn.

You can choose to let your companion spend Hit Dice from it's own pool, determined by your Arcanist level, 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.

Quick Summon

Starting at 14th level, you have become an expert at summoning your companion, forming incredible bonds with your summoned companions. As an action you can expend one aetherflow stack to instantly summon your companion.

Aetherial Sea

Starting at 20th level, gain two aetherflow stack when you roll for initiative.

The Summoned Ally

The Arcanist's most prized companion is the one they bring forth into the world. Through the use of grimoires and magical formulas, Arcanists have learned how to bring forth a magical ally to fight alongside them. Depending on the area of study an Arcanist explores, they are able to summon different allies. A strategist has learned to bring forth a carbuncle, a summoner has learned to bring forth elemental egis, and a nymian scholar has learned to summon a special type of fey.

Strategist

Most Arcanists go the route of the strategist, highly intelligent spell casters who assist their allies by organizing their forces and swaying battle with tactical maneuvers. In the tradition of Arcanists, the strategist who brings forth a carbuncle, to help dictate the pace of battle.

Field Commander

Starting at 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battlefield. You gain proficiency in light armor, medium armor, shields, simple and martial weapons. At 2nd level, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

Tactical Maneuvers

Also starting at 2nd level you learn a tactical maneuver from the following list. You learn additional maneuvers at 6th, 10th and 18th. These are special combat skills used in collaboration with your summoned carbuncle, allies or your own martial ability.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effect. The saving throw DC equals your spell save DC.

Bombarding. When you take the attack action or cast a spell, you can expend one aetherflow stack to direct one of your companions to strike. When you do so, choose a friendly creature within 30 feet who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Carbuncle Bind. When your carbuncle hits with a melee attack, you can expend one aetherflow stack to bind a creature to your carbuncle. The target of your carbuncle's attack must make a dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target. The creature can not move more than 5 feet away from the carbuncle for 1d4 rounds.

Carbuncle Shine. When your carbuncle hits with a melee attack, you can expend one aetherflow stack to cause your carbuncle to shine brightly. All hostile creatures within 10 feet who can see the carbuncle must make a constitution saving throw. On a failed save, the targets are blinded for 1d4 rounds.

Deployment Tactics. As a bonus action, you can expend one aetherflow stack to invigorate your allies making them more nimble. Select two friendly creatures within 30 feet of you that can see you. The targets can use their reaction to move up to half their movement speed without provoking attacks of opportunity.

False Fear When your carbuncle hits with a melee attack, you can expend one aetherflow stack to attack a creature's mind as well. The target must make a Wisdom saving throw, being frightened on a failed save until the end of your next turn as their mind is infested with an illusion.

Helping Hand When your carbuncle hits with a melee attack, you can expend one aetherflow stack, causing your carbuncle to release a pulse of positive energy. Allies within 10 feet of the carbuncle gain the benefits of the Help action until the end of their next turn.

Spreading Strike. When your carbuncle hits with a melee attack, you can expend one aetherflow stack, causing your carbuncle to launch a second attack on a creature within 5 feet of the first target.

Switching Step. As a bonus action, you can expend one aetherflow stack to instantly switch places with your carbuncle, if the carbuncle is within 60 feet of you.

Changing the Tide

Also starting at 2nd level, when you make an attack or saving throw, you can expend one aetherflow stack to reroll a die roll. You can only choose to do so before the DM states the outcome of the die roll result.

Eye of the Strategist

Starting at 10th level, 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 follow characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

Carbuncle's Sacrifice

Starting at 18th level, you are able to sacrifice your carbuncle to recall the magic energy which makes up its body. Your carbuncle is unsummoned and you gain the maximum number of aetherflow stacks you can possess.

Summoner

A summoner has directed their studies towards harnessing the powers of raging elementals of another plane, binding them to the material plane and making them bend to their will. These harnessed elementals are known as Egis, and act as servants to their summoner.

Spur

Starting at 2nd level, when your Egi takes the attack action, you can expend one aetherflow stack to grant advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.

Channeled Casting

Starting at 6th level, when you cast a spell you can expend one aetherflow stack to cast the spell as if you were standing where your egi is. Spells which use you as their point of origin can instead use your Egi as the point of origin. These spells do not cause damage to your egi.

Fester

Starting at 10th level, when you cast a spell which requires a target creature to make a saving throw and it fails, you can expend one aetherflow stack to inflict harm to up to 3 targets within 60 feet of the creature. Each chosen creature must make a Constitution saving throw and takes necrotic damage equal to 2d10 + your arcanist level on a failed saving throw, and half as much damage on a successful one.

Enkindle

Starting at 18th level, you are able to call on your Egi to release the great power hidden within it, unleashing a devastating attack. Once you have unleashed the power of your Egi, you can't do so again until you finish a long rest. The power is described in the creature description in appendix B.

Nymian Scholar

Some Arcanists decide to research the use of their magic in the medical arts. These Arcanists come to be known as nymian scholars, specializing in the lost healing magic of nym. They call on the fey of this lost city, summoning them to assist them on the field of battle.

Nymian Scholar Expanded Spells
Spell Level Spell
1st Bless, Sanctuary
2nd Lesser Restoration, Prayer of Healing
3rd Mass Healing Ward, Revivify
4th Lustrate, Sacred Soil
5th Greater Restoration, Mass Cure Wounds

Nymian Healer

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, the creature regains additional hit points equal to 2 + the spell's level.

Fey's Embrace

Starting at 2nd level you have also learned to harness the bond between you and your fairy. As an action you can expend one of your aetherflow stacks to let your companion cast a spell it knows without expending a spell slot. You can use this feature twice. You regain all expended uses when you finish a long rest.

Critical Heal

Starting at 6th level, your healing spells have the potential to cause a critical heal. When you roll healing for a spell and roll the highest number possible on any of the dice, roll another dice of the same value and add that number to the amount of hit points recovered. You can use the feature only once per turn.

Adloquiem

Starting at 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you can expend one aetherflow stack to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to half the hit points recovered for 10 minutes. If a critical heal occurred, the temporary hit points is equal to the full amount of hit points recovered.

Nymian Savior

Starting at 18th level, 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. Additionally roll your spell as you usually would to determine if it's a critical heal.

Astrologian

A slender woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man’s fate, instilling in the lost soul a sense of peace and hope for the future.

A man stands behind his allies on the battlefield. He raises his Star Globe to the sky and begins to channel energy into this tool. Using the power of the stars above, soothing energy radiates outwards, enveloping his allies, turning the tide of battle from the prior dire circumstance they fought against.

A well versed Astrologian stands before a congregation of people. She has come to spread the word of her rare new art, offering understanding of the future through the power of the stars. It has become her sacred duty to bring the stars into view for the common people.

Whether they stand behind their allies granting them the blessing of the stars and moons of the universe, or standing alongside them on the front line, Astrologians manipulate the
fates of both friends and foe to find success.

Wielders of Fate

The first task of all Astrologians is to gain a mastery over using the deck of sixty. To them, fortune telling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begin their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies.

An Elegant Tool

The Star Globe is a tool used by Astrologians which allows them to locate and draw in power from the stars. The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky.

Creating an Astrologian

Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue. Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholar’s life or into highborn families. Sometimes low born apprentices find themselves working beneath a master of astromancy and learn how to tap into the magic of the stars. Astrologians are blessed with the ability to read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become. Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest for a task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done.

The Astrologian

Level Proficiency Bonus Features Available Draws Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Draw 3 4 2 2 — — — — — — — —
2nd +2 Sect Study Focus 3 4 3 3 — — — — — — — —
3rd +2 4 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 5 5 4 3 — — — — — — —
5th +3 Spread 5 5 6 4 3 2 — — — — — —
6th +3 Sect Study Feature 5 5 7 4 3 3 — — — — — —
7th +3 6 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 6 6 9 4 3 3 2 — — — — —
9th +4 7 6 10 4 3 3 3 1 — — — —
10th +4 Sect Study Feature 7 6 11 4 3 3 3 2 — — — —
11th +4 Royal Road 8 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 8 6 12 4 3 3 3 2 1 — — —
13th +5 9 6 13 4 3 3 3 2 1 1 — —
14th +5 Sect Study Feature 9 6 13 4 3 3 3 2 1 1 — —
15th +5 10 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 10 6 14 4 3 3 3 2 1 1 1 —
17th +6 11 6 15 4 3 3 3 2 1 1 1 1
18th +6 Shuffle 11 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 12 6 15 4 3 3 3 3 2 1 1 1
20th +6 Time Dilation 12 6 15 4 3 3 3 3 2 2 1 1

Quick Build

You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second take the sage background. Third, take the Dancing Lights, Sacred Flame, Guidance and Truestrike cantrips and the first level spells Cure Wounds and Divine Favor.

Class Features

As a Astrologian, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Astrologian level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Astrologian level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: Divination Deck

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a Star Globe, granted to you by your mentor
  • a Divination Deck
  • (a) a explorer's pack or (b) a scholar's pack

Spell Casting

Your mastery over the deck of sixty enables you to use the power of the stars. As you gain experience, your understanding of the constellations allows you to wield more powerful astral powers. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Astrologian spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Astrologian spell list. You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table.

Spell Slots

The Astrologian 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 spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and Casting Spells

The Astrologian 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 spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Astrologian spells that are available for you to cast, choosing from the Astrologian spell list. When you do so, choose a number of Astrologian spells equal to your Wisdom modifier + your Astrologian level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Astrologian, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Astrologian spells requires time spent rearranging your divination deck: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Astrologian spells. 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 Astrologian 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 star globe, planisphere or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your Astrologian spells.

Ritual Casting

You can cast any Astrologian spell you know as a ritual if that spell has the ritual tag.

Draw

As an Astrologian, you are able to use the Draw ability. You are capable of channeling the power of the stars into your deck of sixty, and grant boons based on the card drawn. You are limited to the number of draws indicated in the class summary table.

Using your action, roll 1d6, the number shown corresponds to the drawn card. Once drawn, you can apply the empowering effect to yourself or another creature within 60 feet that you can see. The card burns up in your hand and the magic contained is transferred to the selected creature.

The effect of the boon lasts for a number of rounds equal to half your Wisdom ability modifier rounded down with a minimum of 1 round. Restored resources must be used within this number of rounds or they are lost. Available draws refresh after a long rest.

Draw Effects
Card Drawn Die Result Card Effect
The Balance 1 Bonus 1d6 damage on all damage effects
The Bole 2 AC increased by 2
The Arrow 3 You gain one extra attack when you take the attack action.
The Spear 4 Your attack rolls crit on a 19 or 20 die result.
The Ewer 5 Temporarily restores one level 1 or 2 spell slot
The Spire 6 Temporarily restores 1, non-spell slot resource to an ally*
*The resources included in this effect includes class resources like the Monk’s Ki Points and the Fighter’s maneuver dice. This does not include abilities which do not use a resource such as a Cleric's Channel Divinity or a Fighter's Action Surge. There must be an expended resource. Ask your DM their consideration of what counts as a resource.

Astrologian Archetype

At 2nd level, you choose a sect to study as an Astrologian: Diurnal Sect, Nocturnal Sect or Fortuneteller, 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.

Spread

Starting at 5th level your studies into astromancy have led you to a better understanding of reading fortunes. After using the Draw feature you can use a bonus action to set a drawn card aside for later use. This card is added to your spread and can be activated as a bonus action during your turn. The card sits in your spread until used. You can hold up to three cards in your spread at a cost of one extra draw for a second and third card. The cards in your spread expire during a long rest.

Royal Road

Starting at 12th level, your understanding of fortune telling has grown considerably, allowing you to augment your arcana cards further. After you use the Draw feature, you can use a bonus action to convert that card into an empowerment for a future reading. This empowerment affects the next card that you use to empower an ally, from either your Draw action or Spread bonus action.


Royal Road Effects

Converted: The Balance or The Bole
Effect: Potency of the next card is increased. Double the value of the effect, see the Potency Increase Effects table below for details.


Converted: The Arrow or The Spear
Effect: Double the duration of the effect


Converted: The Ewer or The Spire
Effect: All allies within 20 feet of you receive the effects of the card.


Potency increase effects
Card Effect
Balance Bonus 2d6 damage on all damage effects
Bole AC increased by 4
Arrow You gain two extra attacks when you take the attack action.
Spear Your attack rolls crit on a 18, 19 or 20.
Ewer Temporarily restores two level 1 or 2 spell slots, or 1 level 3 spell slot
Spire Temporarily restores 2 non-spell slot resources to an ally

*If you have an ability which increases your crit range prior to receiving the spear buff, simply add the next lowest number to your crit range. For example, if I am a fighter with a crit range of 19 or 20. When the spear buff is applied to you, your crit range becomes 18, 19 or 20.


Shuffle

Starting at 18th level, you have mastered basic fortunetelling, allowing you to manipulate fate in your readings to a certain extent. After using the Draw action, you can use a bonus action to redraw from the deck. The drawn card is returned to the deck to be read another day, and you use the Draw action again. You can use this feature thrice. You regain expended uses when you finish a short or long rest.

Time Dilation

Starting at 20th level, you can expend an available draw to extend the duration of Draw's effect by one round on a single creature. Each subsequent extension requires one extra available draw to be spent. You make this decision at the beginning of your turn before making any movements or actions.

The Heavenly Paths

When an Astrologian is early on in their studies, they select a sect of stars from which they will draw their powers. The stars were mapped using the positions of the sun and moon, and these two sects are reflective of their reference points. The Diurnal Sect uses the sun as their reference point, creating their star maps with the sun being the key to navigation, while the Nocturnal Sect uses the moon as the reference point. An Astrologian can choose to minimally study the stars and focus their efforts into their tarot deck, learning advanced techniques on how to manipulate fate.

Diurnal Sect

Succor of the Sun

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, the creature regains additional hit points equal to 2 + the spell's level.

Diurnal Benefic

Starting at 6th level you are able to empower your healing spells with the power of the sun. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you can leave a regenerative effect on your allies. After the spell is cast, your allies recover 1d6 hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You can only empower your spells like this once before requiring a long rest.

Lightspeed

Starting at 10th level, you can use your bonus action to cast an extra 1st or 2nd-level spell by spending a number of available draws equal to the level of the spell you wish to cast.

Blessing of the Sun

Starting at 14th level 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.

Nocturnal Sect

Morningstar Mage

Starting at 2nd level, you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battlefield. You have proficiency with one handed simple and martial weapons, light and medium armor. At 2nd level, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class. Your spell list is expanded with offensive magic from the list below, allowing you to learn the following spells.

Nocturnal Sect Expanded Spells
Spell Level Spell
1st Hex, Witch Bolt
2nd Moonbeam, Snilloc's Snowball Storm
3rd Melf's Minute Meteors, Elemental Weapon
4th Dimension Door, Ice Storm
5th Cone of Cold, Far Step

Nocturnal Benefic

Starting at 6th level you can empower your spells with the magic of the moon. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you can leave a shielding effect on your allies. After the spell is cast, your allies gain temporary hit points equal to #d4 where # is equal to your Wisdom ability modifier. You can only empower your spells like this once before requiring a long rest.

Malefic Attunement

Starting at 10th level, you have mastered the ability to weave astromancy and martial combat seamlessly, allowing you to cast a spell after landing a melee attack as a bonus action. The spell can not be higher than 2nd level when cast in this manner.

Rage of the Moon

Starting at 14th level, you are able to channel the power of the moon into your arms. For 10 minutes you strike with the malefic powers of the moon. Your spells and melee attacks channel the astral energy of the nocturnal sect, dealing an additional 2d6 force damage. Once you use this feature, you can't use it again until you finish a long rest.

Fortuneteller

Stacked Deck

Starting at 2nd level, you have learned how to stack your deck of sixty. When you use your Draw action, you can roll 2d6 instead and select the result of the Draw action from the two results. Discard the other result.

Expanded Deck

Starting at 6th level, you have access to twice the number of available Draws per day than the listed number.

Double Draw

Starting at 10th level, you have learned how to read multiple arcana cards at the same time. When you use the Draw action, you can roll 2d6 and use both cards to grant boons to your allies. Doing so prevents you from using the Stacked Deck feature.

Twisted Fate

Starting at 14th level, you have mastered reading arcana cards and twisting fate. You have learned to use all the tools at your disposal, allowing you to freely use your fortune telling skills for 10 minutes, refreshing after a long rest. For each Draw action, you can use Royal Road, Shuffle, Spread, Stacked Deck and Double Draw. Each card drawn still consumes an Available Draw point.

College of the Wanderer - Bard Archetype

The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords.

Few know, however, that bards in fact trace their origins back to the bowmen of old, who sang in the heat of battle to fortify the spirits of their companions. In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.

Troubadour

When you join the College of the Wanderer at 3rd level you learn to weave together the art of archery with the power of aether. You gain proficiency with longbows and the Arcana skill.
If you are proficient with a simple or martial weapon, you can use it as a spellcasting focus for your bard spells.
Additionally, when your Spellcasting feature lets you learn or replace a bard spell of 1st level or higher, you can choose the new spell from the ranger spell list or the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.

When you gain this feature choose two cantrips from Caustic Bite, Empyreal Arrow, Misery's End, Rain of Death or Stormbite to learn. They count as bard cantrips for you, but don't count against your number of cantrips known. You learn another cantrip from this list at 7th, 11th and 15th level.

Army's Paeon

Starting at 3rd level your songs and words enchant your comrades strikes with the power of sound. A creature that has a Bardic Inspiration die from you can roll that die to add an extra 2d6 to a melee weapon damage roll it just made.

This damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 4d6 at 10th level, and 6d6 at 15th level.

Mage's Ballad

Starting at 6th you learn to weave the power of aether into the most mundane of strikes. Once per turn when you hit a creature with a weapon attack, you can expend one bard spell slot to deal thunder damage to the target, in addition to the weapon’s damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

When you reduce a creature to 0 hit points using this feature, you regain one use of your Bardic Inspiration.

Wanderer's Minuet

Starting at 14th you have learned to cloak yourself with the wandering winds. You can use your bonus action to teleport to a unoccupied space within 30 feet. When you reappear at your new location, your body becomes covered in rapidly flowing aether until the start of your next turn. The next time you hit a creature with a weapon attack while under the effect of this feature, it takes an extra 2d8 force damage. Once you use this feature, you can't use it again until you finish a long rest or have expended a use of your Bardic Inspiration.

Black Mage

A Lalafell stands before a horde of kobolds, blood thirsty they dash towards him. With a few skillful waves of his staff, a large fireball erupts from the gem inlaid at the end of the staff, causing a massive fiery explosion, leaving nothing but ash.

A woman wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage before falling unconscious due to illness.

An Elezen laughs at his reflection as he inspects his body after tapping into the powers of the void. His eyes glow red and his teeth bare fangs, signs that his mastery of magic is growing.

A Black Mage is a powerful ally who wields forbidden magic stolen from the void. This raw energy manifests itself into devastating spells and effects. Their power is only rivaled by their thirst to increase that power.

A Dark Past

In days long past, there existed an evil clan and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.

Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Ties to the Void

In order for a mage to don the black, they must extensively research what they call the void. This is another plane of existence from which Black Mages draw knowledge, in order to unlock power within themselves. Most Black Mages are able to explore the knowledge gained from the void through tomes and texts now, but some who thirst for new power can attempt to tap into the void directly. Black Mages continue to grow within their craft through continuing their study of the dark arts.

Creating a Black Mage

Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiosity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art.

The Black Mage

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Enochian 4 2 2 — — — — — — — —
2nd +2 Spell Augmentation, Discipline Feature 4 3 3 — — — — — — — —
3rd +2 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 6 4 3 2 — — — — — —
6th +3 Discipline Feature 5 7 4 3 3 — — — — — —
7th +3 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 6 9 4 3 3 2 — — — — —
9th +4 6 10 4 3 3 3 1 — — — —
10th +4 Discipline Feature 6 11 4 3 3 3 2 — — — —
11th +4 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 6 13 4 3 3 3 2 1 1 — —
14th +5 Discipline Feature 6 13 4 3 3 3 2 1 1 — —
15th +5 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Surecaster 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 Limitless Aether 6 15 4 3 3 3 3 2 2 1 1

Quick Build

You can make a Black Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Charisma. Second select the Destroyer discipline. Third take the scholar background. Fourth, take the Firebolt, Ray of Frost, Prestidigitation and Thunderclap cantrips and the first level spells Burning Hands and Witch Bolt.

Class Features

As a Black Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Black Mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Black Mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Intimidation.

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

Your frequent dealings with the void allow you to channel destructive power from within yourself. As you gain experience, you gain access to the eldritch secrets of the void. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Black Mage spell list.

Cantrips

At 1st level, you know 4 cantrips of your choice from the Black Mage spell list. You learn additional Black Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Spell Slots

The Black 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 spell’s 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 Black Mage spell list. The Spells Known column of the Black Mage table shows when you learn more Black 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 Black 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 Black Mage spells changes depending upon the discipline you select. 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 Black 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

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 Black Mage spells.

Ritual Casting

You can cast any Black Mage spell you know as a ritual if that spell has the ritual tag.

Enochian

You have learned the secrets to Enochian. When you cast a spell of 1st level or higher you gain one stack of Enochian. Stacks of Enochian will remain in your body for up to 1 minute before dissipating, refreshing when you gain a new stack. For each stack of Enochian aether in your body, your damage dealing spells deal an additional point of damage. At 1st level you may hold one stack of Enochian in your body, this limit increasing by one stack at 3rd, 6th, 10th, 14th and 18th levels.

Magical Discipline

At 2nd level, you choose the discipline you belong to as a Black Mage. Destroyer, Inflictor, or Void Soul, all detailed at the end of the class description. Your archetype choice grants you features at 2nd, 6th, 10th and 14th level.

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.

Surecaster

Starting at 18th level, you have learned to magically increase your mental fortitude. Once per turn when you fail a Concentration Saving Throw you can expend two stacks of Enochian to reroll the Save.

Resonating Aether

Beginning at 20th level, you gain 3 Enochian stacks when you roll initiative.

Bringers of the End

Unabated use of black magic lead to the downfall of the society in which black mages find their roots alongside the white mage's overuse of white magic. Black Mages wield incredibly destructive powers which set their world on a path to destruction once before, and careless use of this power could do so again. An Annihilator specializes in powerful, destructive magic, an Inflictor uses enchantments and poison to cripple their foes, and a Void Soul has offered their body to the voidsent, causing unforeseen change in their body in exchange for power.

Annihilator

Annihilators are black mages who specialize in maximizing the effects of their magic. Fires which burn hotter and ice which freezes more deeply. They are ever chasing more potent magics to show the world.

Expanded Spell List
Spell Level Spell
1st Chromatic Orb, Witch Bolt
2nd Aganazzar's Scorcher, Snilloc's Snowball Swarm
3rd Fireball, Lightning Bolt
4th Ice Storm, Storm Sphere
5th Cone of Cold, Immolation

Raging Aether

Starting at 2nd level, your damaging spells increase in power. Add the number of Enochian stacks you currently posses to your spell attack rolls and your spell save DC for all spells that inflict damage.

Sharpcast

Starting at 6th level, you have learned to fully unleash your destructive power in one blast. When you cast a evocation spell of 5th level or lower that deals damage, you can spend 3 Enochian stacks to deal maximum damage with that spell. Once you use this feature, you can't use it again until finish a long rest or cast a evocation spell of 5th level or higher.

Leylines

Starting at 10th level, you have learned to connect naturally occurring lines of power to create a magical glyph on the ground briefly. As a bonus action you may create this magical field. While you stand within this 5 foot radius circle, you may expend an Enochian stack to cast a spell as a bonus actions instead of an action. You do not gain another Enochian stack from this spell. The glyph remains on the ground for a number of rounds equal to your Intelligence modifier. You can create your leylines once before requiring a short rest.

Devastating Force

Starting at 14th level, when you cast a spell that deals damage you can spend 2 Enochian stacks to reroll all dice which resulted in a 1. You must use the new roll even if the new roll is a 1.

Inflictor

Inflictors are experts at causing their foes a wide arrangement of negative effects and taking control of their foes. From charms to curses, an Inflictor seeks to cause their foes great misery as punishment for standing in their way.

Expanded Spell List
Spell Level Spell
1st Cause Fear, Charm Person
2nd Enlarge/Reduce, Suggestion
3rd Slow, Hypnotic Pattern
4th Blight, Charm Monster
5th Dominate Person, Geas

Deep Suggestion

Starting at 2nd level, you may spend 1 Enochian stack to inflict disadvantage on a targets saving throw against a enchantment spells you cast.

Mind Jack

Starting at 6th level, you gain proficiency in the Insight skill and may use it to identify specific enchantment and charm spells affecting that creature. If a creature is under the effect of a enchantment spell you may spend the appropriate spell slot and one Enochian Stack to transfer control of the enchantment to yourself and refresh the duration of the spell.

Unshaken Will

Starting at 10th level, when you must make a wisdom saving throw, you may spend 1 Enochian stack to roll with advantage and add your proficiency bonus to the roll.

Mental Anguish

Starting at 14th level, you may spend 1 Enochian stack to empower enchantment spells you cast. A creature targeted by a enchantment spell makes a Constitution saving throw against your spell save DC, before being affected by the enchantment. On a failed save your spell causes their body to undergo decay, dealing 4d6 necrotic damage on a failed save, and half as much on a successful save. If the creature is killed by this damage it is instead reduced to 1 HP and automatically fails the saving throw against the enchantment spell.

Void Soul

A void soul is a black mage who has gone to great lengths to increase their knowledge of destructive magic. Not unlike a warlock, a void soul has allowed energy from the void to pour into their body, rather than borrowing from a patron. This path allows their strength to grow quickly and grant them powerful spells, but at the same time suffer side effects few could anticipate.

Expanded Spell List
Spell Level Spell
1st Armor of Agathys, Arms of Hadar
2nd Ray of Enfeeblement, Shadow Blade
3rd Hunger of Hadar, Summon Lesser Demon
4th Banishment, Summon Greater Demon
5th Contact Other Plane (Ritual), Negative Energy Flood

Abyssal Resistance

Starting at 2nd level your body has begun to accept the void. Your skin has lost its color, taking an ashy tone. Your hit point maximum increases by +2, and it increases by +2 every time you gain a level. Additionally your skin becomes like thick hide. While unarmored your AC becomes 13 + you dexterity modifier.

Fiendish Instincts

Starting at 6th level, your eyes take on a gentle, permanent red glow and your finger nails become hard and black. Your unarmed strikes are under the permanent effect of the Primal Savagery cantrip. Additionally you can use a bonus action to spend 1 Enochian Stack to gain 60 feet of Darkvision for 1 hour.

Magical Resistance

At 10th level, if you do not have a tail, your body grows a dark, thin, leathery tail. If you do your tail becomes warped with leathery skin. When you are damaged through magical effects, you may spend 1 Enochian stack to nullify one of the damage die rolled.

Void Rebirth

Starting at 14th level, your race has changed due to the void energy held within your body. You become a half-fiend, where the other half is your original race. Additionally, small leathery wings grow from your body and your teeth grow jagged fangs. You may spend 4 Enochian Stacks to unleash this void energy, activating the effects of Magical Resistance and Fiendish Instincts. Additionally your wings grow significantly larger, with a wingspan double your height. You gain a flying speed of 60 feet for 1 hour.

Dark Knight

A man clad in heavy armor cleaves his way through the battlefield . An aura of darkness radiates out from him. His blows are swift and sunder the foe's armor. His enemies turn and run, claiming he is no man, but a demon.

Standing before a wounded citizen, a woman clad in ebony holds out her hand towards the group of guards. She alone stands between the corrupted enforcers and the innocent soul. She chants in a lost tongue and a blast of dark energy launches from her palm, striking a guard down.

Battered and bloodied, a man drags himself to his feet. Armor dark as night, accented by his own blood, he feels energy bursting forth from his body. Using his pain as a weapon he strikes down the great beast before him before falling to a knee.

It is a Dark Knight's freedom from the bounds of the law which make these dark avengers so effective. Unconcerned with what is lawful, a Dark Knight is concerned with what is ethical in their view. Those who spread tyranny and injustice best prepare for a visit from a Dark Knight who aims to set things right.

Protecting the Meek

A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the common folk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting and raiding looters to support themselves.

Internal Darkness

When an adventurer chooses the path of a Dark Knight they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways.

Creating a Dark Knight

Dark Knights are natural adventurers, living outside the law to see their goals to fruition. They may live within a remote village protecting the inhabitants from bandits, while the land's knights turn a blind eye to their plight, or they may travel the world seeking out institutionalized injustice and smiting it with violence. Dark Knights act on behalf of the common folk, and do so not expecting praise nor admiration. They are aware that they will not be celebrated in the history books like Paladins would be. Instead they expect to be demonized by history and happily accept this fact. One seeking to become a Dark Knight must be introduced to it through some means, be it an ancient tome with their rituals recorded or a mentor to impart their knowledge.

The Dark Knight

Level Proficiency Bonus Features Well of Darkness Points Darkside Damage
1st +2 Well of Darkness, Darkside 1 1d4
2nd +2 Fighting Style, Blackblood 2 1d4
3rd +2 Dark Knight Archetype, Unleash 3 1d4
4th +2 Ability Score Improvement 4 1d4
5th +3 Extra Attack 5 1d6
6th +3 Archetype Feature 6 1d6
7th +3 Blood Price 7 1d6
8th +3 Ability Score Improvement 8 1d6
9th +4 Damned Soul 9 1d6
10th +4 Soul Survivor 10 1d6
11th +4 Archetype Feature 11 1d8
12th +4 Ability Score Improvement 12 1d8
13th +5 Mired Empathy 13 1d8
14th +5 Dirty Fighter 14 1d8
15th +5 Grasp of Darkness 15 1d8
16th +5 Ability Score Improvement 16 1d8
17th +6 Archetype Feature 17 1d10
18th +6 Consumed by Darkness 18 1d10
19th +6 Ability Score Improvement 19 1d10
20th +6 Living Dead 20 1d10

Quick Build

You can make a Dark Knight quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the Folk Hero background.

Class Features

As a Dark Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Dark Knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dark Knight level after 1st

Proficiencies


  • Armor: All Armor, shields
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • 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) chain mail or (b) hide
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a short bow and 20 arrows or (b) two daggers
  • (a) an explorer's pack or (b) a dungeoneer's pack

Well of Darkness

Starting at 1st level the darkness in your soul begins to pool and manifest as power. This pool of energy is known as the Well of Darkness. All expended uses of your Well of Darkness points refresh upon completing a short rest rest.

Some of your Well of Darkness features require your target to make a saving throw to resists the feature's effects. The saving throw DC is calculated as follows.

Dark Knight Spell DC = 8 + your proficiency modifier + your Charisma modifier.


When using features which require you to make a spell attack, your spell attack modifier is calculated as follows.

Dark Knight Spell Attack Modifier = your proficiency modifier + your Charisma modifier.

Darkside

Starting at 1st level, you are able to tap into the powers of your inner darkness. As a bonus action you can activate Darkside for the round. When you make a melee weapon attack under the effects of Darkside, you gain a bonus a bonus to your damage rolls, as shown in the Darkside Damage column of the Dark Knight table. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

You can expend one Well of Darkness Point to roll an additional Darkside dice to add to your damage rolls.

The die becomes a d6 at 5th level, a d8 at 11th level and a d10 at 17th level.

Blackblood

Starting at 2nd level, your body has become corrupted by the darkness you are letting course through it, giving your eyes a soft red glow and granting you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fighting Style

Starting at 2nd 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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Dark Knight Archetype

At 3rd level, you choose which path of the Dark Knight to follow. The Ebony Champion focuses on martial prowess, the Abyssal Channeler focuses on using dark magic weaved into their melee combat and the Hellbound uses their own pain and suffering to unleash powerful attacks.

Unleash

Starting at 3rd level you have learned to conjure spikes of aether from your weapon. When you take the attack action on your turn you can spend one Well of Darkness point to activate Unleash as a bonus action. Choose one creature within 5 feet of you that you can see. That creature takes damage equal to your weapon damage rolls during this round.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blood Price

Starting at 7th level you have learned to turn your suffering into fuel for your Well of Darkness. When you are struck by slashing, bludgeoning or piercing damage roll 1d12. On a die result 10,11 or 12 you recover one point to your Well of Darkness.

Soul Judge

Starting at 9th Level, you can cast the spell detect evil and good at will.

Soul Survivor

Starting at 10th level, on your turn you can use a bonus action to mark a creature as a soul survivor. If the targeted creature dies within the next round beginning at the time of casting, you recover two points to your well of darkness. You can select a soul survivor once before requiring a short or long rest.

Mired Empathy

Starting at 13th level, you have gained an understanding of your inner darkness. Using this understanding you are able to commune with another willing creature, to gain an understanding of what causes them to suffer, at will. You place your hands on either side of their head and focus, creating an empathetic link with the creature which lasts as long as you maintain contact with the creature. You feel the emotions the creature feels and something which looms large in its mind such as something it loves, hates or worries over.

You can expend two Well of Darkness points to attempt to force your way into a creature's mind by casting the Detect Thoughts spell. The targets first saving throw of the Detect Thoughts spell is automatically a failure. The target creature is left with a headache dealing 1d4 psychic damage after a successful attempt at forcing your way into their mind.

Dirty Fighter

Starting at 14th level, you have learned to incorporate dirty tactics into your fighting style. When making an attack of opportunity, you can expend a Well of Darkness point to focus your strike to a sensitive part of the body, forcing your enemy to make a Constitution saving throw. On a failed save, the enemy is stunned until they begin their next turn. The target must be a small or medium humanoid.

Grasp of Darkness

Starting at 15th level, you have become highly attuned to the dark thoughts in your mind. These thoughts help shield your mind from outside trickery. You gain proficiency on Wisdom saving throws.

Consumed by Darkness

Starting at 18th Level, you can no longer hide your attunement with your inner darkness from an observer. Your skin has taken a sickly grey tint to it. You can expend a Well of Darkness point to cast Circle of Death once. You can cast Circle of Death again in this way after completing a long rest.

Living Dead

Starting at 20th level, you are able to give yourself over to the abyss, allowing you to continue fighting long after you should fall. When you are reduced to 0 hit points, make a DC 10 constitution save. On a successful save, you instead fall to 1 hit point and for a number of rounds equal to your charisma modifier, you cannot fall below 1 hit point. If you do not receive any healing during this time, you fall to 0 hit points at the end of the duration. This effect only occurs once, requiring a long rest to use it again.

A Path Shrouded in Sorrow

A Dark Knight takes up their sword knowing full well that the path they select will have harsh effects on their body and mind. They know they will be viewed as villains and monsters, while fighting to do the right thing. This understanding helps a Dark Knight select the path which they walk. A fledgling Dark Knight decides where to direct this unavoidable misery. An Ebony Champion walks the path of a warrior, who will see countless battles, hardening themselves in the flames of war to become a peerless combatant. An Abyssal Channeler looks inwards, taking note of the darkness welling within them and learning to manipulate the raw life force energy into powerful Dark Arts. A Hellbound Dark Knight allows the darkness to run wild throughout their body, causing pain to themselves to drag their enemies to hell with them.

Ebony Champion

Those who select the path of becoming an Ebony Champion have focused on using their Well of Darkness to greatly improve their martial prowess. They focus on capitalizing on their Darkside to empower their strikes and fight with an endless fervor.

Plunge

Starting at 3rd level, you can plunge. As an action, you leap into the air using the momentum of your weapon, travelling a maximum distance equal to half your base walking speed, landing adjacent to an enemy you can see. You then make an attack against that enemy, dealing an extra 1d6 on hit. The extra damage increases to 2d6 at the 11th level and 3d6 at the 17th level.

When you use plunge you can expend two Well of Darkness points to fire a wave of energy from your weapon instead of attacking. Each creature in a 25-foot cone must make a Constitution saving throw. A creature takes 4d6 damage, the type is determined by your Darkside choice, on a failed save, or half as much damage on a successful one. The damage increases to 6d6 at the 11th level and 8d6 at the 17th level.

You can plunge twice before requiring a short rest.

Dread Bringer

Starting at 6th level, you are capable of causing a sense of dread to wash over a creature. As a bonus action you can use a Well of Darkness point to target a creature within 10 feet. The creature must make a charisma saving throw. On a failed save, you have advantage on Charisma ability checks against the creature . The creature has no knowledge that you have acted upon them, and believes their altered state is a natural result from your presence.

Alternatively you can attempt to scare the creature. On a failed save the creature is frightened for 1 minute or until it takes any damage. While frightened the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. You can use these features a number of times equal to half your Charisma modifier rounded up (a minimum of once). You regain expended uses when you finish a long rest.

Blood Weapon

Starting at 11th level, you are able to absorb energy from enemies through your weapon. When you successfully strike an enemy with your attack action and subsequent extra attack, you recover hit points equal to a roll of your Darkside die. If you kill a creature you also regain a Well of Darkness point.

Dark Survivor

Starting at 17th level, you have learned to channel the abyss through your body to continue to fight. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. This healing does not count towards the effects of Living Dead.

Abyssal Channeler

As an Abyssal Channeler, you have decided to focus on manipulating your Well of Darkness. Doing so allows you to convert your own life force into powerful Dark Arts.

You know two Dark Arts at 3rd level, detailed in the Dark Arts section below. You learn one additional Dark Art of your choice at the 6th, 11th and 17th level. Additionally you know the Toll the Dead cantrip.

Casting Dark Arts. Using the dark magical energy from within, you are able to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.

The maximum number of Well of Darkness point you can spend in this way (including the base cost and the additional points you spend to increase the level) is determined by your Dark Knight level, as shown in the Spells and Well of Darkness Points table.

Spells and Well of Darkness Points
Dark Knight Levels Maximum Points for a Spell
6th-8th
4
9th-12th
5
13th-16th
6
17th-20th
7

Dark Arts

The Dark Arts list is presented in alphabetical order. If the magic requires a level, you must be that level in this class to learn the spell.

Abyssal Drain (17th Level Required). You can spend 6 Well of Darkness points to cast Contagion.

Creeping Darkness. You can spend 3 Well of Darkness points to cast Darkness.

Damning Curse. You can spend 3 Well of Darkness points to cast Bane.

Dark Circle. You can spend 3 Well of Darkness hit dice to cast Enthrall.

Dark Mind (11th Level Required). You can spend 4 Well of Darkness points to cast Hypnotic Pattern.

Dark Passenger (11th level Required). You can spend 4 Well of Darkness points to cast Lightning Bolt. It deals necrotic damage.

Evil Eye. (17th Level Required). You can spend 6 Well of Darkness points to cast Scrying.

Power Slash (6th Level Required). You can spend 4 Well of Darkness points to cast Elemental Weapon.

Reprisal. You can spend 2 Well of Darkness points to cast Hellish Rebuke.

Salted Earth (11th Level Required). You can spend 4 Well of Darkness points to cast Hunger of Hadar.

Shadow Skin (6th Level Required). You can spend 2 Well of Darkness points to cast Blade Ward on yourself as a bonus action.

Scourge. You can spend 2 Well of Darkness points to cast Hex.

Shadow Wall (17th Level Required). You can spend 6 Well of Darkness points to cast Shadow of Moil.

Soul Eater (11th Level Required). You can spend 4 Well of Darkness points to cast Vampiric Touch.

Unleashed. You can spend 2 Well of Darkness points to cast Arms of Hadar.

Unmend. You can spend 2 Well of Darkness points to cast Magic Missile.

Void Burst. (17th Level Required). You can spend 6 Well of Darkness points to cast Negative Energy Flood.

Hellbound

A Hellbound Dark Knight has learned how to turn the suffering they experience at another's hands into a tool for destruction. They specialize in using this pain and redirecting it into weapons to use against their foes.

Dark Nebula

Starting at 3rd level, as a bonus action you may spend 1 Well of Darkness point to unleash a powerful wave of negative energy with your next weapon attack. You can deal a number of d6 equal to 1+ your Charisma modifier in necrotic damage to all creatures in a 15 foot cone in front of you and take a equal number of d4 necrotic damage yourself. All affected creatures make a Dexterity saving throw against your Dark Knight Spell DC, taking half damage on a success.

Adversity

Starting at 6th level, your power grows as you take damage. For every 15 hit points you are missing you gain +1 on attack and damage rolls up to a maximum equal to your Constitution modifier.

Unbridled Rage

Starting at 17th level you allow your inner darkness to run wild. When you cast Dark Nebula, you may expend one Well of Darkness point to cast Dark Nebula a second time. You may increase the size of Dark Nebula's cone to 30 feet.

Dragoon

The earthshaking roar of a dragon echoes across the battlefield . 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 long armed 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.

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 Constitution 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

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.

Dragoon's Trance

Your soul is filled with power from your Dragoon forebears, granting you great powers. you are able to fall into a special trance as a bonus action. 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 10 feet 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 may 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

Beginning 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 on top 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 may 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. If you attempt to knock the creature prone your trance ends.

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 Save 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.

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 impeccable 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 0 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 may 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 may choose to reroll the saving throw. You must use the new number. You may 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 may 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 10 feet 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 may be activated once each time you enter a new Dragoon's Trance.

One with the Sky

Starting at 20th level, when you roll initiative and you have no uses of your Dragoon's Trance left, you regain two uses of Dragoon's Trance.

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 may expend a use of your Dragoon's Trance or end your currently active Trance to perform an Elusive Jump. You 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 pinpoint their most vulnerable areas. Against non-dragon creatures your blows still carry extra precision, dealing an additional 1d6 damage.

Dragon Heart

Some Dragoon come to be known as Dragon 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 may expand a use of your Dragoon's Trance in order to cast the Dragon's Breath spell on yourself at 2nd level. At 9th level you cast this spell at 3rd level, and at the 17th level you cast this spell at 4th level. You may 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 30 feet of blindsight and 60 feet of darkvision. Additionally during battle as a bonus action you may 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 may use the effect of the Dragon Breath spell as a bonus action on your turn.

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 may 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 60 foot 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 may 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 20 feet 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 may only use Dragonfire Dive once before requiring a long rest. Performing Dragonfire Dive ends your Dragoon's Trance.

Firearms and Creations

Information on Firearms is available in the Dungeon Master's Guide.
The relevant information will be included in Appendix D for ease of access, alongside the cost to rebuild lost, destroyed or stolen equipment granted by features.

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 battlefield . The Machinist commands their mammet to rush the battlefield. Unwavering the small soldier 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 battlefield , 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 capable 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 fingertips and are using that technology to make life more efficient. Another possibility is their natural curiosity 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.

The Machinist

Level Proficiency Bonus Gauss Rounds Features
1st +2 1d4 Heated Rounds
2nd +2 1d4 Technical Support, Expertise
3rd +2 2d4 Machinist Archetype
4th +2 2d4 Ability Score Improvement
5th +3 3d4 Extra Attack
6th +3 3d4 Archetype Feature
7th +3 4d4 Suppressive Fire
8th +3 4d4 Ability Score Improvement
9th +4 5d4 Expertise, Eye for Design
10th +4 5d4 Explosive Expertise
11th +4 6d4 Archetype Feature
12th +4 6d4 Ability Score Improvement
13th +5 7d4 Combat Roll
14th +5 7d4 C.A.T
15th +5 8d4 Ricochet
16th +5 8d4 Ability Score Improvement
17th +6 9d4 Archetype Feature
18th +6 9d4 Midas Touch
19th +6 10d4 Ability Score Improvement
20th +6 10d4 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 Constitution 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
  • a set of artisan's tools of your choice

Gauss Rounds

You have learned to store a increased amount of force in your bullets. As a bonus action you increase the output of your weapon for a number of rounds equal to your intelligence modifier. Once per turn, you can deal an extra 1d4 damage to one creature you hit with a ranged weapon attack. The attack must use a firearm.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

The amount of the extra damage increases as you gain levels in this class, as shown in the Heated Rounds column of the Machinist table.

Technical Support

Starting at 2nd level, you are able to use your artisan's tools to disarm mechanical traps and pick locks.

Expertise

Also at 2nd level, choose two of your skill proficiencies or one of your skill proficiencies and your proficiency with a artisan's tool of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 7th level, you can choose two more of your proficiencies (in skills or with artisans tools) to gain this benefit.

Machinist Archetype

At 3rd level, you choose which area of inventing you wish to pursue. You can choose the Marksman, Tinkerer or Grenadier archetype.

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.

Suppressive Fire

Starting at 7th level, when you ready an attack, you do not use your reaction when you launch your attack. When you hit a creature in this way, the target creature must make a Dexterity saving throw. On a failed save the creature is knocked prone and their speed becomes 0 until the start of their next turn.

Suppressive Fire DC = 8 + your proficiency modifier + your Dexterity modifier.

Eye for Design

Starting at 9th level, you have gained the knowledge required to understand complex mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city. Additionally, you can build a motorized wagon, which up to five people can comfortably ride in, at the cost of 1200 gp in parts. 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.

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 within 60 feet of you that you can see. The device lasts for 30 seconds or until removed as a action. To remove it a creature must succeed on a Strength (Athletics) or Dexterity (Sleight of Hand) check against your Suppressive Fire DC. The device explodes early at the start of your next turn if you haven't attacked the creature carrying the device or when being removed. Each creature in a 20-foot radius sphere centered on the device must make a Dexterity saving throw against your Suppressive Fire DC. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The damage of the device increases by 2d6, to a maximum of 8d6, for each successful attack you make against the creature carrying it. You can use this feature a number of times equal to half your Intelligence Modifier rounded down (a minimum of once). When you finish a long rest, you regain all expended uses.

Combat Roll

Starting at 13th level, you are able to perform a combat roll during battle. When you are targeted by an attack, you can use your reaction to impose disadvantage on the attack and move 5 feet to an open space without provoking an attack of opportunity.

C.A.T

Starting at 14th level, you've developed the compact aetherial turbocharger, C.A.T. As an action you can throw your C.A.T at a creature within 20 feet of you, restoring a number of hit points equal to 3d8 to the creature. If you are carrying the device and are reduced to 0 hit points, without outright dying, it will automatically activate, restoring hit points to you in the same way.

Once this feature has been used in either way, you can't use it again until you finish a short or long rest.

Ricochet

Starting at 15th level, you have learned to perform a ricochet shot when attacking with a firearm. Upon landing a successful attack, you can spend your reaction to choose one creature within 5 feet of your target that you can see to make an additional attack against.

Hypercharge

Starting at 20th level, you are able to cause your creations to hypercharge. As an action you can regain one use of your Gauss Barrel, Promotion or Speciality Bombs feature. You can use hypercharge once before requiring a long rest.

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 forefront 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 advantage on sight based perception checks, can see up to 4 miles in clear conditions, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and have advantage on ranged weapon attack rolls made against prone targets that are not within 5 feet of you.

Double Tap

Also 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. You don't add your ability modifier to the damage of the attack, unless that modifier is negative. Starting at 7th level you can add your ability modifier to the damage of the attack.
When you use this feature and have used up all remaining shots of your weapon, you can instead use this feature to reload your weapon.

Quick Draw

Starting at 6th level, 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 Barrel 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, and knock you back 5 feet into the opposite direction of your target. After the effect ends you have to use 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 may use your action to deploy or recall a Turret within 30 feet of you. You may only have one turret deployed at a time. They gain the benefits of your Mechanical Bond ability.

Mechanical Bond

At 3rd level you build a turret companion when you select the Tinkerer archetype. To fully repair your companion you must spend 2 hours working on it during a long rest.

Your turret companion gains a variety of benefits while it is under your control. Add your proficiency bonus to your turret 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 and decisions. If you are incapacitated or absent, your companion acts on its own.

You can choose to let your companion spend Hit Dice from it's own pool, determined by your Machinist level, 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.

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 can activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You may only activate this ability once, its use refreshing on after completing a long rest.

Grenadier

The Grenadier has focused their studies on the creation and mastery of explosive arms.

Explosive Innovator

When you choose this archetype at 3rd level, you learn to create a set of Grenadier Bombs only you can use.

Grenadier Bombs. During a long rest, you can create a number of bombs equal to your Intelligence modifier. A bomb costs 1 silver in materials to create and you can carry a number of them equal to your Intelligence Modifier.

Saving Throws. Some of your Grenadier features require your targets to make a saving throw to resist the bomb's effects. The saving throw is calculated as follows:

Grenadier Save DC = 8 + your proficiency modifier + your Intelligence modifier.

As an action you can throw a bomb to a point within 30 feet of you. Each creature in a 5 foot radius centered on that point must make a Dexterity saving throw. The creatures takes 1d8 fire damage on a failed save and half as much on a success. This damage increases by another d8 at the 6th, 11th and 17th levels.

Speciality Bombs. You may also craft one Specialty Bomb during a long rest. As a action you can throw a Speciality Bomb to a point within 60 feet of you, activating the spell at its lowest level without needing any of the components stated by the spell. You may only possess one type of each Specialty Bomb at a time. The effects of your bombs last the maximum duration of the spell.

Specialty Bombs
Level Spell Bombs
3rd Sleep, Thunderwave
6th Pyrotechnics, Web
11th Shatter, Stinking Cloud
17th Wall of Fire

Planned Detonation

Also starting at 3rd level, you know how to adjust your bombs to prevent friendly fire. As a bonus action you may select a number of creatures equal to your intelligence modifier who are unaffected by the effects of a bomb you use during the same turn.

Proximity Detonation

Starting at 6th level, you can set your bomb to go off when any creature wanders within 5 feet of the bomb.

Plentiful And Potent

Starting at 11th level, you double the number of Grenadier and Speciality Bombs you can create and carry. Additionally your Grenadier Bombs gain a increased explosion radius of 15 feet.

Bomb Launcher

Starting at 17th level, you've developed a specialized launcher for your bombs which mounts on your forearm. You double the range of all your bombs. Additionally, all damaging effects of your bombs deal additional damage equal to your Intelligence modifier.

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 honor.

Greased Lightning

Starting at 3rd level, your onslaught of attacks has reached deadly efficiency, allowing you to enter a state of flow. If you use Flurry of Blows and target one creature with both unarmed strikes, you can make one more unarmed strike as part of your Flurry of Blows. You make this attack at advantage and add your wisdom modifier to it's damage roll.

Forbidden Chakra

Starting at 6th level, you have learned to unleash the power of the Chakra gates as a storm of lightning fast blows.
During your turn you can make one additional unarmed strike per attack you have made during this turn. This does not apply to attacks made during Forbidden Chakra.
You can use this feature twice. You regain expended uses when you finish a long rest.

Meditative Brotherhood

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. The targeted creatures must make a saving throw against your Ki save DC.

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 10 foot 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.

Howling Fist. You crash your fist into the ground with tremendous force, causing a shockwave of Ki powered explosions to travel in a 15 foot 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 deliver 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 is knocked back 10 feet, and half as much on a successful save, with no knockback.

Perfect Balance

Starting at 17th level you can use your bonus action to use any of the abilities offered by the Meditative Brotherhood feature at the cost of 6 Ki points. Once you use this feature, you must finish a short or long rest before you can use it again.

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 5 feet per rogue level. You can travel over gaps in the ground, but cannot scale walls using Shukuchi. At 13th level you leave behind an optional 15 foot cube of smoke. You can only use Shukuchi when you take the hide action 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'. When you spend a mudra it's unavailable until you finish a short or long rest, during which you spend at least 30 minutes meditating.

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 hit an enemy with a sneak attack, you can expend one use of each mudra to perform a trick attack. The target then becomes vulnerable causing all attack rolls to have advantage against that creature until the start of your next turn.

Kassatsu

Starting at 17th level after using a ninjutsu you can use a bonus action to use a second ninjutsu which requires one fewer mudra. You must then finish a short or long rest to use this feature again.

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.

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 create an aetherial link with a creature within 10 feet of you. All damage that ally would take is taken by you instead. The link lasts a number of rounds equal to your Charisma ability modifier or until you end it as a bonus action. The creature you are linked to must remain within 10 feet of you or the link is broken.

Flash. As an action you present your holy symbol which flashes with blinding light. Each hostile creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature is blinded for a number of rounds equal to your Charisma ability modifier. On a successful save until the start of your next turn, a creature has disadvantage on any attack roll that isn't against you. When a target affected by this feature hits a creature other than you with a attack, the creature has resistance to the damage dealt by the attack.

Aura of Veil

Starting at 7th level, allies within 10 feet 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 18th level, the range of this aura is increased to 30 feet.

Shield Oath

Starting at 15th level, your oath of protection allows you to easily block attacks. When a creature that you can see makes an attack roll against you, you can use your reaction to expend a hit dice, rolling a Hit Dice and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack hits.

Hallowed Ground

Starting at 20th level, you mastered the technique to channel your will into an impregnable barrier. As an action, you create a barrier in a 60 foot cone behind you which negates all damage to your allies for a number of rounds equal to half your Charisma ability modifier rounded down (minimum 1). Once you use this feature, you can't use it again until you finish a long rest.

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 smirk 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 amongst 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.

It's 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.

The Red Mage

Level Proficiency Bonus Features Flair Points Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dual Casting 1 4 2 2 — — — — — — —
2nd +2 Red Mage Style, Style Feature 2 4 3 3 — — — — — — —
3rd +2 3 4 4 4 2 — — — — — —
4th +2 Ability Score Improvement 4 5 5 4 3 — — — — — —
5th +3 4 5 6 4 3 2 — — — — —
6th +3 Extra Attack, Style Feature 4 5 7 4 3 3 — — — — —
7th +3 4 5 8 4 3 3 1 — — — —
8th +3 Ability Score Improvement 4 5 9 4 3 3 2 — — — —
9th +4 4 5 10 4 3 3 3 1 — — —
10th +4 Style Feature 5 6 11 4 3 3 3 2 — — —
11th +4 5 6 12 4 3 3 3 2 1 — —
12th +4 Ability Score Improvement 6 6 12 4 3 3 3 2 2 — —
13th +5 6 6 13 4 3 3 3 2 2 1 —
14th +5 Style Feature 7 6 13 4 3 3 3 2 2 1 —
15th +5 7 6 14 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement 8 6 14 4 3 3 3 3 2 1 1
17th +6 8 6 15 4 3 3 3 3 2 1 1
18th +6 Battle Flourish 9 6 15 4 3 3 3 3 3 1 1
19th +6 Ability Score Improvement 9 6 15 4 3 3 3 3 3 2 1
20th +6 Acceleration 10 6 15 4 3 3 3 3 3 2 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 Constitution 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.

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

Your familiarity with old tales and stories allows you to see the magical secrets hidden in them. As you gain experience, you learn to unearth even the obscurest of magical secrets from within the tales of the common man. 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.

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 spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and Casting Spells

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 spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of red mage spells that are available for you to cast, choosing from the Red Mage spell list. When you do so, choose a number of Astrologian spells equal to your Charisma modifier + your Red Mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Red Mage, you have four 1st-level and two 2nd-level spell slots. With an Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Red Mage spells requires time spent in meditation, reliving past tales and events: at least 10 minutes for each spell you change.

Spellcasting Ability

Charisma is your spellcasting ability for your Red Mage 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 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

You have 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

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.

Extra Attack

Beginning at 6th 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 have 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 delivering a powerful strike. As a action you spend 1 flair point and select one target within 30 feet of you. You move in a straight line towards that target, without provoking opportunity attacks, stopping at the first creature you encounter in your path. You make a melee weapon attack against that creature, dealing a bonus 1d8 weapon 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 up to 30 feet 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 use this feature, 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.

Spell Slinger

You have 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.

Manafication

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 your next attack roll against the target or give the target disadvantage on it's first saving throw made against one of your spells that requires a Dexterity saving throw until the end of your next 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 have 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 one flair point to distract a target within 5 feet of yourself. All melee weapon attacks against the creature gain advantage until the start of your next turn.

In Good Company

At 6th level, you can spend 1 flair point to tutor your allies 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.

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 10 feet of you. Damaging effects from your allies deal an extra 1d8 damage 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.

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 vicious 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.

on top 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.

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 Constitution 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 scabbard for your katana.
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

When wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.

Unarmoured Defense

While you are not wearing any armor or shield, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier.

Sen

Starting at 2nd level, you have learned to build Sen within your body, three types of energy known as Setsu, Gekko and Ka. You can hold up to three charges 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 have learned the art of Higanbana a series of feinting strikes with your blade which seem to ignore time. When you hit a creature with a melee weapon attack you can spend one Sen charge. For the next minute, you can use your bonus action, to deal 1d10 damage of your weapons damage type to the creature.

Code of Honor

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 Iaijutsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battlefield , 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.

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 of Sen charges you wish to recover, up to 3 charges. Once you use this feature, you can't use it again until you finish 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. When you do so, you cast the Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants spell without using a spell slot or material components. After you cast either spell in this way, you can't use this feature again unti you finish a short or 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 devastating 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.

Way of the Blade

A Samurai is renowned for their code of honor, 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 Iaijutsu 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 have chosen, you wield power.

Iaijutsu Style

You have trained in the traditional Iaijutsu 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 30 feet 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 or saving throw 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 15 foot 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 will keep you alive, or so a Blademaster would have you believe. These skilled swordsmen are patient warriors, preferring 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.

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 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 30 feet of you and move at least 10 feet in a straight line towards them, without provoking opportunity attacks, stopping if you come in contact with an obstacle. For the rest of the round your melee weapon attacks have advantage against that creature.

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. For the next melee weapon attack you have advantage and as part of the attack action you move straight back 10 feet without provoking attacks of opportunity.

Yukikaze

At 14th level, you have 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 half your Wisdom modifier, rounded up, to your attack and damage rolls for the remainder of your turn.

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 battleaxe 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.

The Warrior

Level Proficiency Bonus Features Berserks Berserk Damage
1st +2 Fighting Style, Berserk 2 +2
2nd +2 Reckless Attack, Beastly Demeanor 2 +2
3rd +2 Warrior Archetype 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Archetype Feature 4 +2
7th +3 Raw Intuition, Bellow of the Beast 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Onslaught 4 +3
10th +4 Archetype Feature 4 +3
11th +4 Revenge 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Shake it off 5 +3
14th +5 Archetype Feature 5 +3
15th +5 Upheaval 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Beastly Reflexes 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 Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + 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 handaxes
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • chain mail and a carved wooden idol related to your heritage.

Fighting Style

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Berserk

On your turn, you can enter a Berserk state of mind as a bonus action, letting your inner beast act freely. While under the effect of Berserk you gain the following benefits:

  • You gain temporary hit points equal to twice your constitution modifier + your Warrior level (minimum of one), which last until your Berserk state ends.
  • You have advantage on Strength checks and saving throws.
  • When you make a melee weapon attack using Strength, you gain 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.
  • When you kill a creature all allies within 30 feet that can see you gain temporary hit points equal to your Constitution modifier

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 state on your turn as a bonus action.

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 complete a long rest before you can go Berserk again.

Heavy Swings

Starting at 2nd level, when you make your first attack on your turn, you can decide to add additional weight to your swings. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

Intimidating Presence

Also at 2nd level, you learn the Thaumaturgy cantrip. Charisma is your spellcasting ability for this spell.

Warrior Archetype

At 3rd level, you select the tradition under which your warrior has trained. The Beast of Defiance tradition focus on restraining the inner beast of the warrior, and letting its power out only when needed. The Beast of Deliverance 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.

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.

Thrill of Battle

Starting at 7th level, when you are hit by a weapon attack, you can use your reaction to move 5 feet in a direction of your choice and gain 1d12 temporary hit points. These temporary hit points are increased to 2d12 at 13th level and 3d12 at 18th level. Once you use this feature, you can't use it until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Bellow of the Beast

Also starting at 7th level, you are able to weaken a person's force of will. Choose a creature within 30 feet of you that can hear you. For 1 minute all charisma checks you make against the creature have advantage and it has disadvantage on the next charisma saving throws it makes during that time. Once you use this feature, you can't use it again until you finish a long rest.

Onslaught

Starting at 9th level, when you use the dash action, you can make one melee weapon attack as a bonus action. The attack deals bonus damage equal to your Constitution modifier.

Butcher's Block

Starting at 11th level, when a creature hits you with a melee attack, you can use your reaction to force that creature to make a Charisma saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature takes psychic damage equal to half your Warrior level and is frightened of you until the start of it's next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Shake it Off

Starting at 13th level, while under the effects of Berserk, when you make a saving throw to resist a condition (excluding: Exhaustion, Grappled, Incapacitated, Prone, Restrained, Stunned and Unconscious) you may choose to end your Berserk state to automatically succeed on the saving throw. You can do this after your roll but before the outcome of the Saving Throw has been declared.

Upheaval

Starting at 15th level, while you are under the effects of Berserk, you are able to unleash a powerful blow fueled by your vigor. When you hit a creature with an unarmed strike, you can use Upheaval. When you do so your unarmed strike deals 3d8 force damage plus a number of d8 equal to your Constitution modifier. Once you use this feature, you can't use it again until you finish a long rest.

Beastly Reflexes

Starting at 17th level, while you are under the effects of Berserk you are able to take two reactions per round.

Holmgang

Starting at 18th level, while under the effects of Berserk, you can use your bonus action to enter an indomitable state known as Holmgang. For a number of rounds equal to half your Constitution modifier, rounded down, your hit points can not fall below 1. Additionally, you can attempt to link yourself to a creature within 10 feet of you. If the creature is Large sized or smaller the target creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be dragged to a space within 5 feet of you. The creature cannot move more than 5 feet away from you and your movement speed becomes 0 for the duration of Holmgang. Once you use this feature, you can't use it again until you finish a long rest.

Infuriate

Starting at 20th level, if you have no uses of Berserk left when you roll for initiative, you recover 2 uses of Berserk instantly.

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 Beast of Defiance

A warrior who has cut their teeth under this 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.

Subdue

Starting at 3rd level, while you are under the effects of Berserk, when you hit a creature with a weapon attack on your turn, you can use a bonus action to attempt to grapple the target by subduing it's movement with your weapon. This grapple does not require a free hand, but otherwise follows all of the rules for grappling. You can have 1 creature grappled with this feature at a time. If you already have a creature grappled with this feature, this bonus action instead causes the creature to take bludgeoning damage equal to half your warrior level, rounded up.

Storm's Path

Starting at 6th level, when you successfully land a melee weapon attack while under the effects of Berserk, you can use Storm's Path. The target creature makes a Strength saving throw, DC = 8 + your strength modifier + your proficiency bonus, on a failed save the creature deals 1d6 less damage on their weapon damage rolls for a number of rounds equal to your Strength modifier. This damage reduction increases to 2d6 at the 14th level. You can use this ability only once per Berserk.

Voice of the Beast

Starting at 10th level, you learn the Charm Monster and Beast Sense spells, and may cast each one once. Charisma is your spellcasting ability for these spells. You may not cast them again until you complete a long rest.

Inner Beast

Starting at 14th level, you can use your action to use Inner Beast. Make a melee weapon attack against a creature within range. On a successful attack you recover hit points equal to 2d8 + your Warrior level and deal an equal amount of bonus damage in addition to the weapons damage. The effects of Berserk ends immediately after you use Inner Beast.

The Beast of Deliverance

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.

Armored Blows

Starting at 3rd level you have learned to incorporate your armor into your fighting style. While you are under the effect of Berserk and are wearing armor you can roll a d4 in place of the normal damage of your unarmed strikes. In addition, when you use the attack action with a melee weapon using Strength you can make one unarmed strike as a bonus action.

Storm's Eye

Starting at 6th level, when you hit with a melee weapon attack while under the effects of Berserk, you can use Storm's Eye. The target creature makes a Constitution saving throw, DC = 8 + your proficiency bonus + your Strength modifier, on a failed save the creature receives 1d6 bonus damage from weapon attacks against it for a number of rounds equal to your Strength ability modifier. This bonus damage is increased to 2d6 at the 14th level. You can use this ability only once per Berserk.

Wild Expertise

Starting at 10th level, you allow your inner beast to empower your physical abilities. You choose one skill from Acrobatics, Athletics, Stealth or Survival and gain proficiency in that skill. If you are already proficient in that ability, double your proficiency bonus when you make ability checks using that skill.

Fell Cleave

Starting at 14th level, while you are under the effects of Berserk you may 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 15-20. On a successful attack, you deal the regular damage of the attack and a bonus 5d10 damage. Your Berserk ends immediately after the attack is resolved.

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 compensate for these losses. Marauders fight without the ferocity as those with their beasts intact, but look to their training and focus as the source of power.

Equilibrium

Starting when you choose this tradition at 3rd level, you have learned to find solace in crushing your foes spirit. While you are Berserking, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d8 + your Warrior level, while you regain hit points equal to the damage dealt. The extra damage is necrotic or psychic damage; you choose the type of damage when you gain this feature.

Suppressive Aura

Starting at 6th level your intense focus in battle allows you to emit a aura of mental pressure. When you are under the effect of Berserk, as an action you can turn this aura against creatures within 30 feet of you. Each creature of your choice must make a Charisma saving throw if it can see you (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Charisma saving throw to end the effect on it.
You can use this ability once per Berserk.

Ruffian Diplomacy

Starting at 10th level, you gain proficiency in the persuasion skill. After interacting with a creature for 1 minute, you gain insight into how the creature will react to boasts of might or intimidation. Your DM reveals if these tactics would be especially effective against the creature and you gain advantage on the appropriate Persuasion or Intimidation check if applicable.

Overpower

Starting at 14th level, you learn to cast the spell Destructive Wave at 5th level while under the effects of Berserk. Strength is your spell casting ability (DC = 8 + your proficiency bonus + your Strength modifier) for this spell. Your Berserk state ends immediately after the spell resolves.

White Mage

A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth its 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, its 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.

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 — — — — — — — —
2nd +2 Magical Discipline, Intervention 4 3 3 — — — — — — — —
3rd +2 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 6 4 3 2 — — — — — —
6th +3 Discipline Feature 5 7 4 3 3 — — — — — —
7th +3 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 6 9 4 3 3 2 — — — — —
9th +4 6 10 4 3 3 3 1 — — — —
10th +4 Discipline Feature 6 11 4 3 3 3 2 — — — —
11th +4 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 6 13 4 3 3 3 2 1 1 — —
14th +5 Discipline Feature 6 13 4 3 3 3 2 1 1 — —
15th +5 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
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 Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per White Mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
  • Tools: None

  • 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

Your bond with the elemental forces allows you to harness the magic of nature. As you gain experience, your command over the natural world intensifies. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Arcanist spell list.

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 spell’s 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 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.

Soothe Sayer

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 hit points 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 and if 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 30 feet 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.

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 Wage 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.

Elementalist Expanded Spells
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. You gain advantage on a Strength or Dexterity saving throw you attempt.

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.

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 incredibly 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.

Spirit Master Expanded Spells
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 the start of your next turn.

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.

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.

Amdapori Expanded Spells
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 15 foot 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.

Chapter 3: 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 and taken from 3rd party supplements will be detailed at the end of the chapter.

A number of spells can be found within the spell list that are absent from the Player's Handbook. They are marked as following:

  • Italics: Custom created for this document
  • Bold: Taken from Xanathar's Guide to Everything
  • Underlined: Taken from 3rd party products

Arcanist Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Dancing Lights
  • Friends
  • Grasping Sprout
  • Light
  • Infestation
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Piercing Thorn
  • 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
  • Defy Ruin
  • 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
  • Malice of Arachia
  • Magic Missile
  • Masterful Focus
  • Mend Flesh
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Shrill Whistle
  • Silent Image
  • Sleep
  • Witch Bolt
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Heartripper
  • Hold Person
  • Invisibility
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Protection from Poison
  • Ray of Enfeeblement
  • Replenish
  • See Invisibility
  • Skywrite
  • Spider Climb
  • Suffer
  • Suggestion
3rd Level
  • Bestow Curse
  • Blackened Heart
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fear
  • Feign Death (Ritual)
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Luring Light
  • Magic Circle
  • Maim
  • Major Image
  • Melf's Minute Meteors
  • Shadow Toxin
  • Skewering Vines
  • Slow
  • Stinking Cloud
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Blight
  • Cloud of Spores
  • Confusion
  • Deadly Doorway
  • Dominate Beast
  • Freedom of Movement
  • Forbidden Obelisk
  • Greater Invisibility
  • Hallucinatory Terrain
  • Haunt
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Slime Sphere
  • Unspoken Agreement
  • Vitriolic Sphere
5th Level
  • Cloudkill
  • Conjure Elemental
  • Contagion
  • Dominate Person
  • Enervation
  • Falling Star
  • Geas
  • Hold Monster
  • Insect Plague
  • Legend Lore
  • Modify Memory
  • Overwhelming Emotion
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Storm's Eye
  • Wall of Force
  • Wings of Night
6th Level
  • Arcane Gate
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Harm
  • Heal
  • Mass Suggestion
  • Mental Prison
  • Perfect Toxin
  • 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
  • Invulnerability
  • Mass Heal
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Time Stop
  • True Resurrection
  • Wish

Astrologian Spells

Cantrips (0 Level)
  • Bladeward
  • Dancing Lights
  • Glimmer
  • Guidance
  • Light
  • Mage Hand
  • Magic Stone
  • Message
  • Prestidigitation
  • Resistance
  • Sacred Flame
  • Shillelagh
  • Thaumaturgy
  • Thorn Shield
  • True Strike
  • Vicious Mockery
  • Word of Radiance
1st Level
  • Absorb Elements
  • Bane
  • Bless
  • Ceremony
  • Comprehend Languages
  • Cure Wounds
  • Defy Ruin
  • Detect Magic (Ritual)
  • Detect Poison and Disease
  • Divine Favor
  • Faerie Fire
  • False Life
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Inflict Wounds
  • Magic Missile
  • Mend Flesh
  • Silent Image
  • Sleep
  • Unseen Servant
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Clinging Shadows
  • Coldfire Blast
  • Dark Lightning
  • Darkness
  • Detect Thoughts
  • Dome of Night
  • Enhance Ability
  • Gentle Repose
  • Healing Spirit
  • Hold Person
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Magic Weapon
  • Magic Mouth
  • Mind Spike
  • Replenish
  • Shadow Armor
  • Silence
  • Suggestion
  • Zone of Truth
3rd Level
  • Almighty Assault
  • Bestow Curse
  • Catnap
  • Clairvoyance
  • Daylight
  • Detect Interference
  • Dispel Magic
  • Fear
  • Feign Death
  • Fly
  • Fox's Fangs
  • Haste
  • Hypnotic Pattern
  • Life Transference
  • Luring Light
  • Mass Healing Word
  • Melf's Minute Meteors
  • Remove Curse
  • Revivify
  • Sending
  • Slow
4th Level
  • Banishment
  • Confusion
  • Death Ward
  • Dimension Door
  • Divination
  • Freedom of Movement
  • Hallucinatory Terrain
  • Locate Creature
  • Mark of Objection
  • Otiluke's Resilient Sphere
  • Rary's Rapid Replication
  • Shadow Refuge
  • Sickening Radiance
  • Sleepwalking
  • Unseen Claw
5th Level
  • Angelic Rebuke
  • Collective Unconscious
  • Dawn
  • Dream
  • Falling Star
  • Geas
  • Gravity
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Rary's Telepathic Bond
  • Scrying
  • Storm's Eye
  • Teleportation Circle (Ritual)
  • Wall of Light
6th Level
  • Eyebite
  • Find the Path
  • Heal
  • Hellish Halo
  • Mass Suggestions
  • Primordial Ward
  • Scatter
  • Sunbeam
  • True Seeing
7th Level
  • Crown of Stars
  • Etherealness
  • Plane Shift
  • Regeneration
  • Resurrection
  • Reverse Gravity
  • Umbral Assault
  • Symbol
8th Level
  • Antimagic Field
  • Celestial Opposition
  • Feeblemind
  • Mind Blank
  • Power Word Stun
  • Reflective Defense
  • Sunburst
9th Level
  • Astral Projection
  • End of Days
  • Foresight
  • Invulnerability
  • Mass Heal
  • Meteor Swarm
  • True Resurrection
  • Wish

Bard Spells

Cantrips (0 Level)
  • Bonding Vine
  • Cheerful Song
  • Dueling Shadows
  • Forget
  • Fresh Paint
  • Glimmer
  • Grasping Sprout
  • Seek Phrase
  • Umbraturgy
1st Level
  • Blackflame
  • Black Lotus Assault
  • Bridge of Branches (Ritual)
  • Duskwalk
  • Inflict Pain
  • Overgrowth
  • Rapport Spores
  • Shrill Whistle
  • Slicing Leaves
  • Spider's Kiss
2nd Level
  • Arm of the Wild
  • Aura of Shade
  • Clinging Shadows
  • Dark Secret
  • Dome of Night (Ritual)
  • Hand of the Grave
  • Replenish
  • Shadow Armor
  • Sinister Threat
  • Suffer
3rd Level
  • Blasphemy
  • Creeping Dark
  • Engulfing Thorns
  • Flicker
  • Resonance
  • Shadow Toxin
  • Spray of Thorns
4th Level
  • Cloud of Spores
  • Flashing Blades
  • Haunt
  • Shadow Refuge
  • Shattersong
  • Sleepwalking
  • Unspoken Agreement
  • Unseen Claw
5th Level
  • Mind Spore
  • Overwhelming Emotion
  • Shadow Stride
6th Level
  • Banshee's Wail
  • Blood Cartography
7th Level
  • Spreading Nightmare
  • Umbral Assault
8th Level
  • Reflective Defense
9th Level
  • Touch Infinity

Black Mage Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Break
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Piercing Thorn
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Scorch
  • Shocking Grasp
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Black Flame
  • Burning Hands
  • Cause Fear
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages (Ritual)
  • Detect Magic (Ritual)
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • 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
  • Aura of Shade
  • Blur
  • Crown of Madness
  • Dark Lightning
  • 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
  • Spell Flux
  • Suffer
  • Suggestion
3rd level
  • Animate Dead
  • Blink
  • Clairvoyance
  • Counterspell
  • Creeping Dark
  • Crushing Tide
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Frozen Lance
  • Funeral Pyre
  • Haste
  • Lightning Bolt
  • Major Image
  • Shadow Toxin
  • Spray of Thorns
  • Summon Lesser Demons
  • Thunderstep
  • Tongues
4th level
  • Blight
  • Bloodthorn
  • Charm Monster
  • Dimension Door
  • Dominate Beast
  • Greater Invisibility
  • Hypnotic Pattern
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Shadow of Moil
  • Unseen Claw
  • Wall of Fire
  • Windblade
5th level
  • Animate Objects
  • Cloudkill
  • Creation
  • Dance Macabre
  • Dominate Person
  • Enervation
  • Far Step
  • Forgotten Pain
  • Hold Monster
  • Hungering Hate
  • Legend Lore
  • Negative Energy Flood
  • Scrying
  • Shadow World
  • Telekinesis
  • Teleportation Circle
  • Wings of Night
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Globe of Invulnerability
  • Hellish Halo
  • 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
  • Cruel Wind
  • 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
  • Undertow
9th level
  • Armageddon
  • End of Days
  • Flare
  • Gate
  • Meteor Swarm
  • Power Word Kill
  • Time Stop
  • Wish

Red Mage Spells

Cantrips
  • Blade Ward
  • Booming Blade
  • Break
  • Dancing Lights
  • Fire Bolt
  • Gust
  • Jolt
  • Light
  • Lightning Lure
  • Mage Hand
  • Message
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Scorch
  • Shrill Whistle
  • Sword Burst
  • Thunderclap
  • Thorn Shield
  • True Strike
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Black Lotus Assault
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Cure Wounds
  • Detect Magic (Ritual)
  • Earth Tremor
  • Faerie Fire
  • Feather Fall
  • Gaea’s Hand
  • Healing Word
  • Heroism
  • Jump
  • Lightning Shard
  • Mage Armor
  • Magic Missile
  • Masterful Focus
  • Reaper's Scythe
  • Rimesworn Blade
  • Shrill Whistle
  • Sleep
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Continual Flame
  • Darkvision
  • Dissociative Edge
  • 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)
  • Sinister Threat
  • Skystrike
  • Spider Climb
  • Tormented Flurry
  • Warding Wind
3rd Level
  • Almighty Assault
  • Call Lightning
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Flicker
  • Fly
  • Fox's Fangs
  • Frozen Lance
  • Funeral Pyre
  • 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
  • Flashing Blades
  • Fire Shield
  • Locate Creature
  • Shattersong
  • Skin of Flint
  • Spray of Thorns
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
  • Windblade
5th Level
  • Contact Other Plane (Ritual)
  • Destructive Wave
  • Dream
  • Fell Onslaught
  • Forgotten Pain
  • Geas
  • Hungering Hate
  • Legend Lore
  • Mass Cure Wounds
  • Scrying
  • Shadow World
  • 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
  • Carnage
  • Earthquake
  • Incendiary Cloud
  • Sunburst
  • Undertow
9th Level
  • Mass Heal
  • Meteor Swarm
  • Power Word Heal
  • Storm of Vengeance
  • True Resurrection

White Mage Spells

Cantrips
  • Acid Splash
  • Bonding Vines
  • Douse
  • Druidcraft
  • Guidance
  • Gust
  • Light
  • Magic Stone
  • Mending
  • Mold Earth
  • Mold Plant
  • Poison Spray
  • Produce Flame
  • Resistance
  • Sacred Flame
  • Scorch
  • Shape Water
  • Shillelagh
  • Spare the Dying
  • Thaumaturgy
  • Thunderclap
  • Word of Radiance
1st level
  • Bane
  • Bridge of Branches
  • Ceremony
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Defy Ruin
  • Detect Evil and Good
  • Detect Magic (Ritual)
  • Detect Poison and Disease (Ritual)
  • Guiding Bolt
  • Healing Word
  • Inflict Pain
  • Inflict Wounds
  • Mend Flesh
  • Protection from Evil and Good
  • Purify Food and Drink (Ritual)
  • Shield of Faith
  • Shrill Whistle
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
  • Replenish
  • Silence (Ritual)
  • Skyward Strike
  • Spiritual Weapon
  • Warding Bond
  • Warding Wind
  • Zone of Truth
3rd level
  • Animate Dead
  • Bestow Curse
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Dispel Magic
  • Explosive Seed
  • Feign Death
  • Frozen Lance
  • Glyph of Warding
  • Magic Circle
  • Maim
  • Mass Healing Ward
  • Meld into Stone (Ritual)
  • Protection from Energy
  • Remove Curse
  • Resonance
  • Sending
  • Speak with Dead
  • Shadow Toxin
  • Skewering Vines
  • Spirit Guardians
  • Tidal Wave
  • Tongues
  • Venom Blast
  • Wall of Sand
  • Wall of Water
  • Water Walk (Ritual)
4th level
  • Cloud of Spores
  • Control Water
  • Death Ward
  • Divination (Ritual)
  • Freedom of Movement
  • Forbidden Obelisk
  • Guardians of Faith
  • Guardian of Nature
  • Invitation
  • Locate Creature
  • Mark of Objection
  • Rary's Rapid Replication
  • Sickening Radiance
  • Skin of Flint
  • Slime Sphere
  • Stone Shape
  • Windblade
5th level
  • Commune (Ritual)
  • Contagion
  • Dawn
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Overwhelming Emotion
  • Planar Binding
  • Raise Dead
  • Scrying
  • Storm's Eye
  • Wall of Stone
  • Wrath of Nature
6th level
  • Blade Barrier
  • Bones of the Earth
  • Create Undead
  • Dryad's Leap
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Heal
  • Heroes' Feast
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Perfect Toxin
  • Planar Ally
  • True Seeing
  • Word of Recall
7th level
  • Conjure Celestial
  • Cruel Wind
  • 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
  • Reflective Defense
  • Undertow
9th level
  • Astral Projection
  • End of Days
  • Gate
  • Mass Heal
  • True Resurrection

Created Spells

Assize

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

An eruption of energy from your body soothes allies and wounds enemies. All allies within 60 feet recover 3d8 hit points and all enemies within 60 feet 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.

Banish

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • 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.

Caustic Bite

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects and the target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d4 acid damage.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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 30 foot 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 10 feet in radius and spherical. All allies within 10 feet 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: 30 feet
  • 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 10 foot and is considered to be difficult terrain for all creatures except for you. Creatures take 4d4 necrotic damage for every 5 feet 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.

Empyreal Arrow

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You fire a humming arrow onto a spot within range. Choose up to two creatures within 5 feet of the arrow. Each creature must succeed on a Strength saving throw or takes 1d6 bludgeoning damage and is knocked prone.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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 40 foot 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 20 foot 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 10 foot 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.

Lustrate

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • 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.

Misery's End

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the ranged weapon attack inflicts no damage and the target takes 1d6 necrotic damage + your spellcasting ability modifier. If the target is missing any of its hit points, the damage die becomes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).

Rain of Death

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and spear-like shrapnels ricochet from the target to a different creature of your choice that you can see within 10 feet of the attacks target. The second creature takes piercing damage equal to your spellcasting modifier.

This spell’s damage increases when you reach higher levels. At 5th level, the weapon attack deals an extra 1d4 piercing damage to the target, and the piercing damage to the second creature increases to 1d4 + your spellcasting ability modifier. Both damage rolls increase by 1d4 at 11th level (2d4) and 17th level (3d4).

Regen

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • 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 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You create a 10 foot 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.

Stormbite

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and one Large or smaller creature of your choice within 10 feet of the target is pulled to the nearest unoccupied space adjacent to the target.

At 5th level, the ranged attack deals an extra 1d8 thunder damage to the target. This thunder damage increases by 1d8 again at 11th level (2d8) and 17th level (3d8).

Suiton

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • 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 foot 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: 60 feet
  • 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.

3rd Party Spells

The following spells can be found in the Sprouting Chaos Player's Companion:
  • Arm of the Wild (2nd-level transmutation) for Bard
  • Bonding Vines (Cantrip) for White Mage
  • Bridge of Branches (1st-level conjuration) for Bard and White Mage
  • Cloud of Spores (4th-level conjuration) for Arcanist, Bard and White Mage
  • Dryad's Leap (6th-level transmutation) for White Mage
  • Explosive Seeds (2nd-level conjuration) for White Mage
  • Gaea's Hand (1st-level conjuration) for Red Mage
  • Grasping Sprout (Cantrip) for Arcanist and Bard
  • Mold Plant (Cantrip) for White Mage
  • Piercing Thorn (Cantrip) for Arcanist and Black Mage
  • Rapport Spores (1st-level conjuration) for Bard
  • Slicing Leaves (1st-level transmutation) for Bard
  • Spray of Thorns (3rd-level conjuration) for Bard, Black Mage and Red Mage
  • Thorn Shield (Cantrip) for Astrologian and Red Mage
The following spells can be found in the Dark Arts Player's Companion:
  • Aura of Shade (2nd-level illusion) for Bard and Black Mage
  • Banshee's Wail (6th-level necromancy) for Bard
  • Blackflame (1st-level transmutation) for Bard and Black Mage
  • Clinging Shadows (2nd-level transmutation) for Astrologian and Bard
  • Dome of Night (2nd-level transmutation) (ritual) for Astrologian and Bard
  • Dueling Shadows (Cantrip) for Bard
  • Flicker (3rd-level transmutation) for Bard and Red Mage
  • Hand of the Grave (2nd-level necromancy) for Bard
  • Inflict Pain (1st-level necromancy) for Bard and White Mage
  • Maim (3rd-level necromancy) for Arcanist and White Mage
  • Rary's Rapid Replication (4th-level conjuration) for Astrologian and White Mage
  • Reaper's Scythe (1st-level necromancy) for Red Mage
  • Shadow Stride (5th-level conjuration) for Bard
  • Umbral Assault (7th-level transmutation) for Astrologian and Bard
  • Umbraturgy (Cantrip) for Bard
The following spells can be found in the Compendium of Forgotten Secrets - Awakening:
  • Almighty Assault (3rd-level evocation) for Astrologian and Red Mage
  • Angelic Rebuke (5th-level evocation) for Astrologian
  • Armageddon (9th-level evocation) for Black Mage
  • Black Lotus Assault (1st-level illusion) for Bard and Red Mage
  • Blackened Heart (3rd-level necromancy) for Arcanist
  • Blasphemy (3rd-level abjuration) for Bard
  • Blood Cartography (6th-level necromancy) for Bard
  • Break (Cantrip) for Black Mage and Red Mage
  • Carnage (8th-level evocation) for Red Mage
  • Cheerful Song (Cantrip) for Bard
  • Coldfire Blast (2nd-level evocation) Astrologian
  • Creeping Dark (3rd-level) for Bard and Black Mage
  • Cruel Wind (7th-level evocation) for Black Mage and White Mage
  • Crushing Tide (3rd-level evocation) for Black Mage
  • Dark Lightning (2nd-level necromancy) for Astrologian and Black Mage
  • Dark Secret (2nd-level divination) for Bard
  • Defy Ruin (1st-level abjuration) for Arcanist, Astrologian and White Mage
  • Detect Interference (3rd-level divination) for Astrologian
  • Dissociative Edge (2nd-level transmutation) for Red Mage
  • Douse (Cantrip) for White Mage
  • Duskwalk (1st-level divination) for Bard
  • End of Days (9th-level conjuration) for Astrologian, Black Mage and White Mage
  • Falling Star (5th-level evocation) for Arcanist and Astrologian
  • Fell Onslaught (5th-level evocation) for Red Mage
  • Flashing Blades (4th-level illusion) for Bard and Red Mage
  • Forbidden Obelisk (4th-level conjuration) for Arcanist and White Mage
  • Forget (Cantrip) for Bard
  • Forgotten Pain (5th-level enchantment) for Black Mage and Red Mage
  • Fox's Fangs (3rd-level illusion) for Astrologian and Red Mage
  • Fresh Paint (Cantrip) for Bard
  • Frozen Lance (3rd-level conjuration) for Black Mage, Red Mage and White Mage
  • Funeral Pyre (3rd-level conjuration) for Black Mage and Red Mage
  • Glimmer (Cantrip) for Astrologian and Bard
  • Haunt (4th-level divination) for Arcanist and Bard
  • Heartripper (2nd-level necromancy) for Arcanist
  • Hellish Halo (6th-level evocation) for Astrologian and Black Mage
  • Hungering Hate (5th-level enchantment) for Black Mage and Red Mage
  • Invitation (4th-level enchantment) for White Mage
  • Lightning Shard (1st-level evocation) for Red Mage
  • Luring Light (3rd-level illusion) for Arcanist and Astrologian
  • Malice of Arachia (1st-level enchantment) for Arcanist
  • Masterful Focus (1st-level enchantment) for Arcanist and Red Mage
  • Mark of Objection (4th-level abjuration) for Astrologian and White Mage
  • Mend Flesh (1st-level transmutation) for Arcanist, Astrologian and White Mage
  • Overwhelming Emotion (5th-level) for Arcanist, Bard and White Mage
  • Perfect Toxin (6th-level conjuration) for Arcanist and White Mage
  • Reflective Defense (8th-level abjuration) for Astrologian, Bard and Red Mage
  • Replenish (2nd-level evocation) for Arcanist, Astrologian, Bard and White Mage
  • Resonance (3rd-level enchantment) for Bard and White Mage
  • Rimesworn Blade (1st-level evocation) for Red Mage
  • Scorch (Cantrip) for Black Mage, Red Mage and White Mage
  • Seek Phrase (Cantrip) for Bard
  • Shadow Armor (2nd-level abjuration) for Astrologian and Bard
  • Shadow Refuge (4th-level illusion) for Astrologian and Bard
  • Shadow Toxin (3rd-level) for Arcanist, Bard, Black Mage and White Mage
  • Shadow World (5th-level conjuration) for Black Mage and Red Mage
  • Shattersong (4th-level evocation) for Red Mage
  • Shrill Whistle (1st-level evocation) for Astrologian, Bard, Red Mage and White Mage
  • Sinister Threat (2nd-level enchantment) for Bard and Red Mage
  • Skewering Vines (3rd-level conjuration) for Arcanist and White Mage
  • Skin of Flint (4th-level transmutation) for Red Mage and White Mage
  • Skystrike (2nd-level evocation) for Red Mage
  • Skyward Strike (2nd-level evocation) for Red Mage and White Mage
  • Sleepwalking (4th-level enchantment) for Astrologian and Bard
  • Slime Sphere (4th-level conjuration) for Arcanist and White Mage
  • Spell Flux (2nd-level abjuration) for Black Mage
  • Spider's Kiss (1st-level illusion) for Bard
  • Spreading Nightmare (7th-level enchantment) for Bard
  • Storm's Eye (5th-level divination) for Arcanist, Astrologian and White Mage
  • Suffer (2nd-level necromancy) for Arcanist, Black Mage and Bard
  • Tormented Flurry (2nd-level necromancy) for Red Mage
  • Touch Infinity (9th-level transmutation) for Bard
  • Undertow (8th-level conjuration) for Black Mage, Red Mage and White Mage
  • Unseen Claw (4th-level divination) for Astrologian, Bard and Black Mage
  • Unspoken Agreement (4th-level enchantment) for Arcanist and Bard
  • Venom Blast (3rd-level conjuration) for White Mage
  • Windblade (4th-level evocation) for Black Mage, Red Mage and White Mage
  • Wings of Night (5th-level illusion) Astrologian and Black Mage

Appendix A: Carbuncles


Emerald Carbuncle

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 10(2d6 + 2)
  • Speed 25 ft.

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 Spell Attack: +4 to hit, reach 30 ft., one target. Hit 5 (1d6 + 2)

Backdraft (Recharge 5-6). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2). When a creature is damaged by Backdraft they must make a DC 15 Strength save. On a failed save, they are knocked back 10 feet, and are not knocked back when successful.


Topaz Carbuncle

Small Elemental, unaligned


  • Armor Class 14
  • Hit Points 20(2d10 + 6)
  • Speed 25 ft.

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 5 ft., 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.

Appendix B: Egis


Ifrit-Egi

Small Elemental, unaligned


  • Armor Class 12
  • Hit Points 10(1d8 + 4)
  • Speed hover 25 ft.

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 5 ft., one target. Hit 4 (1d6 + 1) slashing damage.

Flame Crush (Recharge 5-6). Melee Attack: +1 to hit, reach 5 ft., 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 30 foot radius, severely burning all creatures in range. All affected creatures must make a dexterity save, taking 6d10 fire damage on a failed save and half as much on a successful save.


Titan-Egi

Small Elemental, unaligned


  • Armor Class 15
  • Hit Points 15(1d10 + 7)
  • Speed hover 25 ft.

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 5 ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Landslide (Recharge 5-6). Melee Attack: +4 to hit, reach 5 ft., 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 15 feet.

Enkindle

Earthen Fury. Titan-Egi instantaneously pulverizes the land around it. Turning a 30 foot 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.


Garuda-Egi

Small Elemental, unaligned


  • Armor Class 10
  • Hit Points 8(1d6 + 4)
  • Speed hover 25 ft.

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. Ranged Spell Attack: +4 to hit, reach 30 ft., one target. Hit 5 (1d6 + 2) thunder damage.

Aerial Slash (Recharge 5-6). A target creature within 30 feet of Garuda-Egi becomes the center point of a massive burst of wind energy. All creatures within 10 feet 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 20 foot circle within 30 feet 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 20 feet from the point of origin.

Appendix C: Nymian Fey


Eos

Small Fey, unaligned


  • Armor Class 11
  • Hit Points 10(1d6 + 6)
  • Speed Fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 10 (0) 12 (+1) 13 (+1) 11 (0)

  • Senses passive Perception 11
  • 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: Cure Wounds or Healing Word

1/day: Aid

Additionally Eos can 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 5 ft., one target. Hit 1 bludgeoning damage.


Selene

Small Fey, unaligned


  • Armor Class 11
  • Hit Points 10(1d6 + 6)
  • Speed Fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 10 (0) 12 (+1) 13 (+1) 11 (0)

  • Senses passive Perception 11
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge 1/4 (400 XP)

Innate Spellcasting. Selenes' 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

Additionally Selene can 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 5 ft., one target. Hit 1 bludgeoning damage.

Fey Lance. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit 5 (1d6+1) radiant damage.

Appendix D: Turrets and Machinist Arms

Rook and Bishop Autoturret.

The Autoturret series of clockwork companions are small metalic allies that move around via propellers. These machines come in a cylindrical chassis specialized in shooting (Rook) and a spherical chassis specialized in electrical shocks.


Rook Autoturret

Small construct, unaligned


  • Armor Class 12 (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 60 ft., one target. Hit 5 (1d6+2) 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. 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 20 feet of Rook Autoturret deal 2d6 bonus damage when hitting with a melee or ranged weapon attack. This benefit lasts for 1 minute.

Clockwork Turrets Described

The initial building of a Clockwork companion is free to complete for your class. When a companion fails all it's Saving Throws it becomes inoperable and requires 10 GP in materials and a long rest to complete repairs on it. If your clockwork companion is totally lost to you and needs to be fully rebuilt, it costs 100 GP at 3rd level with an additional 50 GP for each additional character level.


Bishop Autoturret

Small construct, unaligned


  • Armor Class 12 (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 5 feet of the Bishop Autoturret must make a Dexterity saving throw against your Suppressive Fire DC, taking 1d6 lightning damage on a failed saved, and half as much on a successful save.

Single Shock. Ranged Spell Attack: +3 to hit, range 20 ft., 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. 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, 10 foot in radius centered on itself. Any creature that attempts to pass through the barrier must make a Constitution saving throw against your Suppressive Fire DC. On a failed save, 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 20 feet of Bishop Autoturret gain +3 to their spell save DC and ranged spell attack bonus. This benefit lasts for 1 minute.

Firearms
Item Cost Damage Weight Properties
Martial Ranged Weapons
Pistol 250gp 2d10 piercing 3lb. Ammunition (range 30/90), loading
Revolver 350gp 2d6 piercing 3lb. Ammunition (range 40/120), reload (6 shots)
Musket 500gp 1d12 piercing 10lb. Ammunition (range 40/120), loading, two-handed
Hunting rifle 600gp 2d8 piercing 8lb. Ammunition (range 80/240), reload (5 shots), two-handed
Levinshot 700gp 3d6 lightning 10lb. Ammunition (range 15, cone), reload (2shots), two-handed special
Firearm Bullets (10) 3gp 2lb.
Levinbolts (3) 10gp 2lb.
Machinist Equipment
Item Cost Weight
C.A.T. 150gp 1lb.
Gauss Barrel 50gp 10lb.
Golden Eyes 50gp 1lb.
Sensory Input Headpiece 50gp 1lb.

Machinist Firearms

The Machinist only has access to a limited number of firearms, detailed in the list above. If you'd like to use a different kind of firearm, talk to your DM.


Special Attributes

Weapons with special rules are described here.

Levinshot. When you make a attack with this weapon, you make one special ranged weapon attack against every creature within a 15 feet cone in front of you, dealing damage to each creature you hit. If a creature is within 5 feet of you, you can instead use two shells to make the attack against said creature without having disadvantage on the attack roll, dealing 6d6 lightning damage to the creature instead of in a cone. You can only attack with this weapon once per turn and do not add your dexterity mod to damage rolls made for this weapon.
This weapon uses special ammunition called Levinbolts.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Appendix E: 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
Aerst First
Agat Amber
Agynn Beginning
Roegadyn Common
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
Brot Bread
Bryda Bride
Bryn Spring
Brytt Bridle
Byld Make
Bylda Maker
Roegadyn Common
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
Eyri Wandering
Edz Eat
Faeld Field
Faez Fat
Falk Falcon
Farr Bull
Fatyr Father
Fedar Feather
Fhet Fight
Roegadyn Common
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
Goht God
Gohta Goddess
Graeb Grave
Greh Calm
Grein Bronze
Grina Howl
Grym Cruel
Gryne Green
Guht Good
Guld Gold
Guol Glorious
Gybal Skull
Roegadyn Common
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
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
Roegadyn Common
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
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
Roegadyn Common
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
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
Roegadyn Common
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
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
Roegadyn Common
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
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
Roegadyn Common
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
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
Roegadyn Common
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
Zent Send
Zirn Fury/Furious
Zoeng Tongue
Zoer Sour
Zwelf Twelve
Zwyn Twin

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 steppe’s 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 coastal 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.
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.
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 steppe dwellers, 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.
 

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