D&D 5e Tyria Supplement

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D&D 5e Tyria Supplement (V0.1)

Inspired by but not endorsed by Wizards of the Coast, Arenanet, and NCSOFT.

Acknowledgments

This content was inspired by but not endorsed by Wizards of the Coast, Arenanet, and NCSOFT.

It uses the base mechanics from D&D 5e, and the core ideas from Arenet's Guild Wars 2, which is owned by NCSOFT.

Special Thanks

Special thanks to Unearth Arcana subreddit, Matthew Mercer and the other stars of Critical Role, the GMBinder, and my friends back at home that have somewhat reviewed this material.

I used u/pa1ebluedot version of the Deadeye for much of the bases for the sub-class. The main difference between the two are that mine allows for some optional firearm use.

I also used a good amount of u/merzor Guild Wars 2 Races as the bases for most of the races in this document.

FYI To Grammar Nazis

There will be a lot grammar and spelling mistakes in this as the writer isn't the best when it comes to those two areas. Feel free to point them out, just realize there will be a lot of them.

Goals (Not in order)

  • Learn how to make a proper Table of Contents
  • Use feedback to help balance these ideas.
  • Fix Pointed out Grammar Mistakes (This will never be done XD).
  • Add Scrapper and Holosmith as Artificer subclasses when the Artificer officially comes out later this year and I get a copy of the new book.
  • Add pictures.
  • Continue adding Legendary Weapons, Armors, and Trinkets as they come out.
  • New Section for Mounts.
  • Double Elementalist Aura's (That way an Elementalist can specialized in one elemental type)
  • Update towards the end of December.
  • Add Elite Specialization Weapons as Magical Items
  • Add Monsters.

Table of Content

Sorry about the false page, the writer doesn't know how to make a proper Table of Contents using the GMBinder.

Page Content
4 Races of Tyria
15 Tyria Subclasses
34 New Classes
51 Legendary Items

PART I

Races of Tyria

Asura

Asura are a very short race that typically have slender builds with the head, hands and feet being larger than expected. The head in particular is a wide, flat ellipsoid whose width is extended further by large, highly articulate ears which usually drop from the sides of the head. Asura eyes are large and come in a variety of colors; their size is the evolutionary result of being a subterranean race, as small frames can easily traverse their traditional homes in the depths. Their mouths are wide and filled with pointed, shark-like teeth. Asura typically have grayish skin and dark hair. Male and female asura are very similar in appearance; they are mostly differentiated by voice and ear structure.

Diminutive Artisans

The asura are an underground race of magic wielding inventors until the Great Destroyer forced them to the surface. The asura value intelligence and intellectual superiority over all other attributes. Individual asura will dedicate an entire lifespan to building a portfolio of successful projects or becoming the foremost expert of some tiny aspect of the arcane. They constantly seek to prove their own intellectual superiority, and by extension the superiority of the asura race. This typically results in asura being arrogant to the point of rudeness towards others, especially towards non-asura races. The asura have quickly established their intellectual and magical superiority over the other races and view them as useful primarily for heavy lifting, taking risks, and asking stupid questions.

Golems and Gates

Asura magical technology is second to none. Their experiments with magic are evident through the impressive floating structures found around and within their cities. Many asura study the difficult art of golemancy, and golems are often used for defense and general work. The golems' complete absence of intelligence and huge size complements the asura perfectly. The most important contribution of the asura to Tyrian society is the asura gate network which links many of the major cities of Tyria. To maintain this, they have retained a neutral attitude to all races. Asuran Colleges

The asura education holds three forms. First, children learn in small groups in labs within Metrica Province. When they're old enough, if they qualify, they join one of the three asuran colleges: The College of Statics, College of Dynamics, and College of Synergetics. Thirdly, asura will often study under mentors as an assistant; it's unclear when this takes place in the asuran education span, however. After graduation from college, asura typically join a krewe and a lab until they can become their own krewe leaders.

Inventions and Offsprings

Asura have a strong sense of family and extended family, they affectionately refer to their children as “progeny” or “offspring". They also venerate their parents, and grandparents. Asura traditionally cremate their dead. Asura tend to practice serial monogamy, in that they have a serious romantic relationship with only one other asura at a time. Most of these relationships are equal partnerships which often (but not always) have a firm, predetermined end date. Most often, such relationships come out of two asura who fall in love with the same beautiful concept. These marriages of the mind produce rapid development of ideas, increased conceptual paradigms, and/or children. Relationships that break up tend to feature more fights about who gets the inventions than who gets the kids. The Eternal Alchemy

Asura believe in the Eternal Alchemy - the idea that all beings and magic in the world are a part or function of a greater purpose or "machine". Asuran life is built around the research of the Eternal Alchemy - the asura join one of three massive colleges dedicated to this research, each covering different fields. It is believed once complete mastery is gained over the Eternal Alchemy, mastery will be gained over all of Tyria. There are various asura who proclaim that Eternal Alchemy is not a religion, but rather a science.

Asura Names

An asura's name often consists of a short, sharp first name with one or two syllables. Feminine asura names typically end in -i or -a vowel sounds, but are not required to do so. Masculine names often end in a consonant sound. Both male and female Asuras often have two of the same letter in a row somewhere in their name, this being a cultural norm, but it is certainly not required. Asura do not have a last name, instead opting to use job titles, a krewe name, or honorifics to differentiate themselves.

Asura Traits

Your Asura has an assortment of natural traits

Ability Score Increase Your Intelligence score increases by 2 and your Dexterity score increases by 1.

Alignment Asura take it upon themselves to remain neutral with the other races, but due to their curious and ambitious nature they often bend their own rules and thus vary from Lawful to Chaotic.

Size Asura are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed Asura are quick despite their small legs. Your base walking speed is 30 feet.

Darkvision Accustomed to life underground, 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.

Alchemical Inventors All Asura are trained in magic, alchemy and engineering from a young age, they value intellect above all. You are proficient with Alchemist Supplies and in the Arcana skill.

Asura Magic You know the mending cantrip. Once you reach 3rd level, you can cast the Tenser’s floating disk spell once per day. Once you reach 5th level, you can also cast the arcane lock spell once per day. Intelligence is your spellcasting ability for these spells.

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 Asurian.

Charr

The charr are carnivorous feline-like humanoids. They stand on their hind legs and are taller than a human by half of an average human's height, but do not have the massive bulk of the norn. They prefer a hunched pose when standing, but will on occasion stand tall and straight. When they are moving, and their paws are unoccupied, the charr favor running on all four limbs with a loping gait. While the males are described as being generally stronger and the females more lithe and quick, this lore difference between the sexes is not evident in the game.

They have short fur from head to toe in a variety of colors and patterns, many of which are similar to those of lions, cheetahs and tigers. Their fur patterns are also like that of leopards, snow leopards, and even some fur types of common housecats. Many charr have a longer mane of fur between the shoulders and on the back of the head and neck. A male charr has less fur on the tail with longer fur only on the tip, while the female's tail has longer fur from top to bottom.

Always at War

The charr are a military culture and their society, technology and relationships are very much focused on supporting war. Society is built around military units which charr become a part of from childhood. Non-military tasks, such as farming and trade, can be left to the young, retired, and injured. But no matter a charr's vocation they are always viewed as a soldier and view life like a soldier. Weakness and foolishness from individuals is viewed with particular contempt, some of such acts can result in a charr becoming a gladium, or in a worse case, the charr's name being stricken from the race's history.

Fahrars and Warbands

Charr on occasion mate for life, but most relationships are more casual than that. Families are recognized but adult charr have very little contact with their parents or offspring, but sometimes keep tabs on each other for events which could reflect back on the family’s reputation. As soon as a cub is weaned, around being a year old, they enter a fahrar of one of their parents' legions. The fahrar is the cubs' first warband and they are trained as a military unit under supervision of an adult and are considered an adult when the warband no longer needs supervision.

The cubs are taught to unify and define their own social structure and the warband shares a root name which they incorporate into their surname. While ancestry is known and acknowledged, the parents have little to do with the raising of the cub, and as such warbands are viewed as a charr's family and the bonds of loyalty and kinship formed between them are stronger than those of other races' families. Though some charr leave, change, or lose their warbands, these strong bonds usually leave a deep impact on the charr; charr changing warband must change their name and fit in quickly if they are to survive. However, charr have been known to choose the fate of becoming a gladium rather than risk losing those bonds again.

When the oppression of the female charr by the Flame Legion ended, male and female charr were once again viewed as equals. Male and female charr do not differentiate themselves through wearing differently tailored or styled clothing We Killed our Gods

Due to their history many charr shun religion. They do not accept any god's authority and quickly anger on topics of charr worship or manipulation by god-like beings. Charr acknowledge other races' gods as beings of power but do not see them as something worthy of worship. Charr view the deities as beings to fight and strive to kill. At best, their reverence and respect is limited only to great heroes and their deeds in their history, such as Pyre Fierceshot and Kalla Scorchrazor.

Charr Traits

Your Charr has an assortment of natural traits.

Ability Score Increase Your Constitution and Strength score increases by 1.

Age Charr mature at about the same rate as humans and live about as long, but their young are fully independent in several months old.

Alignment Charr follow a strict code of rank, and the greatest punishment for a charr is dishonor and thus tend to be Lawful. They value strength and anything that can aid them in war, giving little regard to "lesser" races and thus tend to be more Neutral rather than Good or Evil although both exist.

Size Charr typically stand between 7 and 8 feet tall and weigh an average of 220 to 270 pounds. Your size is Medium.

Speed Your base walking speed is 30 feet.

Darkvision With your feline eyes, 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.

Menacing You are proficient in the Intimidation skill.

Claws You are never unarmed. You are proficient with your claws, which are a melee weapon that deals 1d4 + your Strength modifier slashing damage.

Charr Weapon Training You are proficient with one martial weapon and one firearm of your choice.

Battle Roar You may use your bonus action to unleash an inspiring battle cry. The next ally within 30 feet that hits with a weapon attack automatically rolls the highest possible number on his weapon die. Once you’ve used this trait you can’t use it again until you finish a short or long rest.

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

Legion’s Training (Subrace) From a young age, you’ve trained within the stealthy Ash Legion, the ferocious Blood Legion, the inventive Iron Legion or the Holy Flame Legion

Ash Legion

The Ash Legion is one of the four High Legions of the charr, famed for their spies, stalkers and assassins. They were formed by the Khan-Ur's spymaster, one of the Khan-Ur's children.

Ability Score Increase Your Dexterity score increase by 1.

Poisoner's Tools You are proficient with Poisoner's tools, and you may add twice your proficiency bonus when making checks with to poison someone.

Blood Legion

The Blood Legion is one of the four High Legions in charr society. They are known for their prowess in traditional battlefield combat.

Ability Score Increase Your Strength score increase by 1.

Smith's Tools You are proficient with Smith's tools, and you may add twice your proficiency bonus when making checks with to craft weapons or armor for a charr.

Flame Legion

The Flame Legion (pejoratively referred to as the Gold Legion by their enemies), is one of the four charr High Legions. The Flame Legion is defined by zealotry and superstition. Unfortunately for the charr, the basis for the Flame Legion's dominance was deceit, and so when their treachery was discovered, it was outcast from the other Legions in a spectacular fashion. Since then, the Flame Legion has waged a war against the other three High Legions, hoping to restore the shaman caste to power.

Ability Score Increase Your Charisma score increase by 2.

Born of Fire You know one of the following cantrips: Green-Flame Blade, Firebolt or Produce Flame. Charisma is your spellcasting ability for this cantrip.

Flawed Being in the Flame legion has lead you to be racist against non-charr, especially humans.

Iron Legion

The Iron Legion is one of the charr's four High Legions. They are recognized for their mechanical prowess, preferring to overwhelm their opponents in battle with Siege Towers or mighty Siege DeYourers.

Ability Score Increase Your Intelligence score increase by 1.

Tinker's Tools You are proficient with Tinker's tools, and you may add twice your proficiency bonus when making checks with to charr machinery.

Largos

The largos are an enigmatic aquatic race from the depths of the ocean. They are silent, determined, and calculating killers. Few have ever seen them and lived to report it. Very, very little is known about these creatures habits, other then they seem to always bring up oaths.

Ability Score Increase Your Dexterity score increases by 2 and Constitution by 1.

Age Unknown.

Alignment Largos' nature is neutral, as they purposefully do not interact with surface dwellers unless at great necessities.

Size Your size is medium.

Speed Your base walking speed is 30 feet and your swimming speed is 30 feet.

Darkvision Living your life in the deepest oceans, 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.

Amphibious You can breathe both air and water.

Naturally Stealthy You are proficient with the Stealth skill.

Vanish At 3rd level you can cast the spell Invisibility. Once you’ve cast this spell you can’t cast it again until you finish a long rest.

Toxic Advance You are proficient with the Poisoner’s kit.

Assassins of the Depths Adapted to even the most extreme ocean depths, your weapon attacks are not at disadvantage underwater, and you ignore any of the drawbacks caused by a deep, underwater environment.

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

Norn

The norn normally have the appearance of large humans, but they are able to shift into a were-creature of one of the Spirits of the Wild. In their humanoid form they are not only tall, at around eight feet, but their proportions are much broader and more heavily muscled than a typical human. Norn have a broad range of skin colors, and light-skinned norn living in Oceanrim have their skin tanned by the sun. According to Kranxx, norn generate a considerable amount of body heat at the slightest exertion.

In their transformed shape they take on an upright half- norn half-animal form, taking after one of the animals of the Spirits of the Wild. The were-form is furred, fanged and clawed and grants the norn attributes depending on the animal they transform into.

Skalds and Moots

Norn culture is highly individualistic with a focus on personal success and glory—particularly when gained from the hunt or in a battle. The norn do not fear death as they believe the bold and strong can achieve immortality, but they do fear they will be weak and end up forgotten. As a result each norn seeks to prove themselves, to build their legend through feats of individual valor and great victories.

Every norn hopes their legend will be told by the skaald and celebrated at a moot with story and song. Norn usually have a great sense of personal honor, for a norn without respect from others is already forgotten. For many norn, the focus on prestige means they're willing to accept any challenge which will prove their worth. They will never give up on their battle, quarry or friends, even if it means years spent tackling a strong enemy or difficult task. Yet for other norn the pursuit of prestige translates to bragging, bullying, unwise snap decisions and an unwillingness to listen to reason

Spirits of the Wild

The norn have a shamanistic religion where they revere totem animals of the Spirits of the Wild, the spirits of the strongest, bravest, wisest, or most cunning animals of the Shiverpeaks. The Great Spirit is Bear, who is seen as the strongest of all the spirits and is said to have granted the norn with the ability to 'become the bear'. The worship of the spirits Snow Leopard, Raven and Wolf is also prevalent because of the assistance they gave the norn in the past on their exodus south. There are many other totem spirits among the norn, such as Ox, Eagle, and Wurm, but they are not as widely revered. Norn Names

Most norn follow a Northern European or Viking-style first name system, though some like the famous explorer Captain Romke and his crew have Dutch and Frisian names.

Their surnames can vary in a multitude of styles. Norn without any achievements or legends have surnames after one of their parents (father/mother's first name followed by - sson or -sdottir or a variant thereof); this is most commonly seen in children, and they're named after the more famous of their parents even if they do not like said parent (e.g., Braham Eirsson). Surnames do not get adopted from generation to generation and they can be changed by the individual to fit their own personal legend (e.g., a famous Wolfborn member took the surname Wolfsdottir); married couples may not always share surnames either (though some may, e.g., Knut and Gaerta Whitebear). Some norn may also take titles instead of a surname if it fits them and their legend more (e.g., Borje the Sun Chaser).

Norn Traits

Your Norn has an assortment of natural traits.

Ability Score Increase Your Strength score increases by 2.

Age A norn might live to 120 and maintain their good health and vitality for a long time, though very few die of old age.

Alignment A Norn seeks glory above all else and thus tends to be more Chaotic and reckless. Norn are quick to anger but quicker to forgive and most tend to be Good hearted.

Size Norn are between 8 and 9 feet tall and weigh between 300 and 350 pounds. Your size is Medium.

Speed Your base walking speed is 30 feet.

Natural Athlete 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.

Mountain Born You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

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

Favored Spirit (Subrace) Although all norn revere all Spirits of the Wild, most norn live their life focusing on the teachings of one. Choose one from Bear, Raven, Snow Leopard or Wolf and gain additional traits below:

Bear

Bear represents fortitude and self-reliance and is said to be the mightiest of all the Spirits of the Wild in the norn culture.

Ability Score Increase Your Constitution score increases by 1.

Monster Wrestler You count as one size category larger when grappling creature larger than yourself, in addition you can use a bonus action to attempt to escape a grapple.

Thick Hide You have resistance to Cold damage.

Raven

Raven represents, cunning, trickery, and knowledge and is the animal spirit of the norn that is associated with the Underworld and the spirits of the dead.

Ability Score Increase Your Charisma and Wisdom scores both increase by 1.

Honor of the Ancestors You are proficient in the Religion skill.

Raven Messenger At 3rd level you call upon Raven to send a message for you. As an action you summon a spiritual raven and cast animal messenger on it. The raven lasts for the duration of the spell. Once you’ve used this trait you can’t use it again until you finish a long rest.

Snow Leopard

Snow Leopard represents independence, strategy, and laughter in the face of danger and is considered to be stealthy and solitary.

Ability Score Increase Your Dexterity score increases by 1.

Hidden Stalker As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Wolf

Wolf represents the virtues of loyalty, ferocity, and strength in numbers and is often invoked for help in tracking the norn’s prey.

Ability Score Increase Your Wisdom score increases by 1.

Born Tracker You have advantage on Wisdom (Survival) checks made to track beasts and monstrosities.

Call Pack Starting at 5th level you can use an action you summon 3 wolves in an empty space within 30 feet. You roll initiative for the wolves as a group and they obey any command from you (no action required). The wolves last for 1 hour or until reduced to 0 hit points. Once you’ve used this trait you can’t use it again until you finish a long rest.

Sylvari

The sylvari are omnivorous humanoid plants. Some sylvari closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plant like features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. They glow during the night. Golden sap moves through their veins instead of blood and pollen falls off of them as they move. They are much more slender than the average human and about a head shorter. While sylvari can seemingly absorb sunlight and become rejuvenated, they still must eat and drink to survive.

Born of the Pale Tree

Prior to emergence they share a bond through the Pale Tree which they call the Dream of Dreams. In this dream, a growing sylvari is exposed to the consciousness of the Pale Tree and the vast pool of knowledge accumulated by all previous sylvari. When a new one emerges, a portion of this knowledge remains with them, including basic wisdom and understanding from the Pale Tree and a small fraction of what other sylvari have seen and experienced, though this rarely includes specific memories. After emergence, the bond with the Pale Tree is weaker but it links all sylvari and, to an extent, other plants. On rare occasion, twins can emerge from the same pod and they exhibit a greater empathy toward one another.

Newborn Race

Sylvari are usually honest, direct and focused, taking most things at face value. With the dream ensuring there is so much in common with the other sylvari, experience is cherished for creating uniqueness between them. They are eager to learn, experience and understand.

Sylvari morality and ethics are based on those of the Pale Tree. These were formed by following the lives of Ronan and Ventari, during the early growth of the Pale Tree and later written on Ventari's Tablet situated at the base of the tree. After emergence a sylvari is guided by older sylvari to understand what they have dreamed and ensure they have a clear understanding of the tablet, their history and the world. Despite the kick start of knowledge from the dream they still seem naive as there are some matters which seem beyond their comprehension. Emotions and tact, in particular, are difficult for them to grasp, so often a sylvari will state out loud something which would normally be politely avoided by other races. Death too is not fully understood but viewed as something to be embraced and, as with many things in a sylvari's life, is viewed with a great degree of curiosity. These views serve to form an acceptance of and fascination with death that other races may find disturbing. Sylvari Names

Sylvari names, as well as place names in Caledon Forest, are generally inspired by Celtic (Irish, Scots Gaelic and Welsh) names. Sylvari do not have surnames, as they're all part of the same "family," though to each other they are more like distant relatives except in special cases.

Sylvari do not "choose" their names nor are they outright given by the Pale Tree or other sylvari. Instead, the sylvari simply 'know' their names upon awakening, though why is never explored and the sylvari do not question why this is.

Sylvari Traits

Your Sylvari has an assortment of natural traits.

Ability Score Increase Your Dexterity score increases by 2.

Age Sylvari started awakening from their pods fully grown only decades ago. It is unknown how long a Sylvari can live.

Alignment Sylvari are curious by nature, and though they often respect it they disregard law and order, favoring the chaotic growth of nature. Most are empathetic creatures and follow a good allignment.

Size Sylvari are around 5 feet in height and have slender builds. Your size is Medium.

Speed Your base walking speed is 30 feet.

Darkvision Accustomed to twilight forests and the night sky, 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.

Feyborn Plants Your creature type is Plant, in addition you have advantage on saving throws against being charmed, and magic can't put you to sleep.

Languages You can speak, read, and write Common.

Subrace The cycle in which a sylvari is born determines multiple trait about the newborn sylvari.

Dawnborn

Sylvari awakened at dawn are natural talkers, diplomats, and forward-thinkers. We are intimately connected with our surroundings and markedly empathic toward all, even other races.

Ability Score Increase Your Charisma score increases by 1.

Natural Diplomat You can speak, read, and write two extra languages of your choice.

Empathy You understood other creatures even before you awoke from the dream. You can focus your mind on a creature you can see for 1 minute given that you have line of sight the entire time and you learn the dominant emotion in the creature at the time, such as anger, fear, happiness, nerYousness, serenity etc.

Noonborn

Sylvari awakened mid-day solve problems by attacking them head-on. We are the warriors, hunters, and travelers who experience life first-hand and enjoy the rush of taking risks in order to feel truly alive.

Ability Score Increase Your Wisdom score increases by 1.

Weapon Training You are proficient with the shortsword, longsword, shortbow and the longbow.

Forest Runner Your base walking speed is 35 feet. In addition you are proficient in either acrobatics or athletics.

Duskborn

Sylvari awakened at dusk are naturally curious and thoughtful. We love to learn and spend time reading and studying. We are intelligent and drawn toward the luscious complexities of magic.

Ability Score Increase Your Intelligence score increases by 1.

Nature’s Attunement You may choose a cantrip from the druid list. Intelligence is your spellcasting ability for this cantrip.

Magic Sense You may cast the detect magic spell with this trait. Once you’ve cast the spell you can’t cast it again until you finish a long rest.

Nightborn

Sylvari awakened at night are secretive and cautious with information. We make our own decisions, and we come and go as we please, nimble of mind and body.

Ability Score Increase Your Charisma score increases by 1.

False Appearance You may cast Disguise Self, Charisma is your spellcasting ability for this spell. Once you’ve used this trait you can’t use it again until you finish a short or long rest.

Keeper of Secrets You are proficient with the deception skill.

Tengu

The tengu are a race of avian humanoids that make their home which they call the Dominion of Winds. They are extremely wary of all the races, and do not allow outsiders into their city.

Ability Score Increase Your Dexterity score increases by 2, and your Intelligence or Wisdom score increases by 1.

Age Tengu reach maturity by age 3. Compared to humans, tengu don’t usually live longer than 30 years.

Alignment The Tengu are currently neutral in all conflicts, although the individual tengu may have their own ideals.

Size Your size is Medium.

Speed Your base walking speed is 30 feet.

Darkvision You have a bird’s keen senses, especially 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 color in darkness, only shades of gray.

Avian Rush Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.

Talons Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Dexterity modifier.

Eagle Eye You have proficiency in the Perception skill.

Wind Gliding If you are not wearing heavy armor and you are falling, you descent slows to 60 feet per round and you land safely on your feet.

Tengu Training You are proficient with one martial weapon of your choice and shields.

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

PART II

Tyria Subclasses

Chronomancer - Fighter Archetype

Those who choose the path of the chronomancer gain new abilities that allow them to rend both space and time. Being able to use both temporal magic and wells, their skill set focuses on past versus future and fast versus slow as key themes.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast certain spells.

Spell Slots. The Chronomancer Spellcasting table shows how many spell slots you have to cast at first level or 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.

For example, if you know the 1st-level spell Mage Armor and have a 1st-level and a 2nd-level spell slot available, you can cast Mage Armor using either slot.

Spellcasting Ability Wisdom is your spellcasting ability for your spells and wells you learn through your studies of time manipulation. 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 the spells you cast and when making an attack roll with one.

Spell / Well Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Chronomancer Spellcastig

Fighter Level 1st 2nd 3rd 4th
3rd 2 - - -
4th 3 - - -
5th 3 - - -
6th 3 - - -
7th 4 2 - -
8th 4 2 - -
9th 4 2 - -
10th 4 3 - -
11th 4 3 - -
12th 4 3 - -
13th 4 3 2 -
14th 4 3 2 -
15th 4 3 2 -
16th 4 3 3 -
17th 4 3 3 -
18th 4 3 3 -
19th 4 3 3 1
20th 4 3 3 1

Chronomancer Spells

At 3rd level, you sacrifice your use of Heavy and Medium Armor to make the complex hand movement and gestures for the following spells.

Chronomancer Spells
Fighter Level Spells
3rd Mage Armor, Silent Image
7th Blur, Invisibility, Minor Image, Misty Step
13th Counterspell, Haste, Slow, Major Image
19th Confusion

Temporal Points

At 7th level you learn how to use your temporal magic to create magical temporal wells. Each wells cost temporal points, which mess with the fabric of time. You have to limit your over all manipulation to not gather the attention of higher beings. The amount of tempral points you have is equal to your Wisdom modifier + proficiency bonus. The fabric of time around you mends itself after long rest.

Alacrity

At 10th level your brain automatically see a few seconds ahead allowing you to add your proficiency bonus initiative roll.

Once per long rest you can give this ability to ally you can see with 30 feet or have a target within 30 feet makes a Wisdom saving throw or takes a penalty equal to your proficiency modifier.

Continuum Split

At 15th level your almost a master of time manipulation. Once per long rest you can create a small split in time.

At the start of your turn you use your bonus action to create a continuum split in an unoccupied space within 5 ft of you. You then take your action using any abilities, spells and movement like normal. At the end of the turn you teleport back to the spot of the continuum split, any damage taken, abilities used or spell slots spent during your action act as if they were not used.

Damage dealt, conditions applied or affects given out stay. Items can't be duplicated using this ability.

Stopping Time.

At 18th level you have mastered time manipulation to the point you can cast the 9th level spell Time Stop once per long rest.

Wells

Each well has a different effect as well as a temporal point cost. It takes an action to use them, some of which require targets to make saving throws against your spell DC.

You can place the center of the well up to 60 feet away from you that you can see.

Well of Eternity

Create a well that speeds up time healing and removing certain conditions form your allies.

For 1 temporal point, create a well with a diameter of 10 feet. Allies inside the circle can spend a number of hit dice equal up to your Wisdom modifier to heal themselves, while at the same time they are cured of the poisoned, burning, fatigued, or stunned condition.

Well of Action

Create a well of quick time that speed up the movement of your allies.

For 3 temporal points, create a well with a diameter of 10 feet. Until the end of your next turn allies inside the well can use their bonus action as an action. (This could allow allies cast two spells, interact with two objects or use two action requiring abilities in one turn.)

Well of Calamity

Creates a well that rends time, damaging, weakening and crippling foes in the area.

For 2 temporal points, create a well with a diameter of 20 feet. Enemies inside the circle must make a Wisdom saving throw, taking 3d8 physic damage and can't use their reactions on a failed save or half as much on a successful save.

Well of Precognition

Creates a well that gives allies the ability to see the future and allows them to block incoming attacks.

For 3 temporal points create, a well with a diameter of 20 feet. Allies inside of the circle gain an additional +2 bonus to their AC until the end of their next turn.

Well of Recall

Creates a well that steals memories from foes, damaging and slowing them.

For 2 temporal points, create a well with a diameter of 20 feet. Enemies inside the circle must make a Wisdom saving throw taking 4d6 physic damage and losing half their movement spend and taking half damage on a successful save.

Gravity Well

Create a powerful well that warps space in an area, knocking down, floating, and pulling foes caught in its event horizon.

For 5 temporal points, create well with a diameter of 20 feet. Enemies inside the circle must make a Constitution saving throw taking 4d10 force and being knocked prone on a failed save a half damage a successful save.

Mirage - Fighter Archetype

The mirage moves through battle like shifting sand, cloaking themselves rather than dodging attacks. Their graceful, swirling hand weapons and prismatic mirrors are as deceptively beautiful as they are deadly.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast certain spells.

Spell Slots. The Mirage Spellcasting table shows how many spell slots you have to cast at first level or 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.

For example, if you know the 1st-level spell Mage Armor and have a 1st-level and a 2nd-level spell slot available, you can cast Mage Armor using either slot.

Spellcasting Ability Charisma is your spellcasting ability for your spells and mirage skills you learn through your studies of illusion magic. 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 the spells you cast and when making an attack roll with one.

Spell / Mirage Mirror DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Mirage Spellcastig

Fighter Level 1st 2nd 3rd 4th
3rd 2 - - -
4th 3 - - -
5th 3 - - -
6th 3 - - -
7th 4 2 - -
8th 4 2 - -
9th 4 2 - -
10th 4 3 - -
11th 4 3 - -
12th 4 3 - -
13th 4 3 2 -
14th 4 3 2 -
15th 4 3 2 -
16th 4 3 3 -
17th 4 3 3 -
18th 4 3 3 -
19th 4 3 3 1
20th 4 3 3 1

Mirage Spells

At 3rd level, you sacrifice your use of Heavy and Medium Armor to make the complex hand movement and gestures to cast the minor illusion cantrip and for the following spells.

Mirage Spells
Fighter Level Spells
3rd Disguise Self, Mage Armor, Silent Image,
7th Invisibility, Minor Image, Phantasmal Force
13th Counterspell, Hypnotic Pattern, Major Image
19th Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer

Mirage Illusions

At 3rd level, while not wearing Heavy or Medium Armor when you take the Attack action you can replace one attack to create an illusion of yourself within 5 feet of you that lasts for 1 minute or until you dismiss it as a bonus action. The illusion can immediately takes an attack for you, but the damage dealt is only equal to your Strength or Dexterity Modifier.

You can have up to 3 illusions of yourself and the illusions are identical copies of yourself with the same Weapon and Armor Class as you, but only have 1 health and can move up to half your movement speed. They automatically fail all saving throws. If an enemy leaves melee range with one of your illusions you can spend your reaction to take an attack of opportunity from the illusion. Enemies must succeed on an Intelligence (Investigation) check against your Spell DC, on a failed save they treat the closest illusion as if it were you.

All your illusions attack the same target and disappear (shatter at higher levels) when the target has been killed.

When a target is killed you can use your reaction to make all your illusions target something else.

Mirage Illusions

At 7th level you learn how to use your illusionary magic to create mirages. Each mirage cost illusion points. The amount of illusion points you have equal to your Charisma modifier + proficiency bonus. You regain all spent illusion points after a long rest.

Shatter

At 10th level you learn how to shatter your illusions upon taking damage or as a bonus action after moving the illusion(s) into melee range of the target. Shattering a illusion can do one of the following to a single target:

  • Take 1d8 psychic damage per illusion
  • Must succeed on a Dexterity saving throw against your spell DC or be knocked prone.
  • Can't take reaction until the start of their next turn.
  • You swap places with the shattered illusions.

Illusion Dodging

At 15th level, you can use your reaction to have your illusions nimbly dodge out of the way of certain area effects. When a illusion is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeed on the saving throw, or getts destroyed on a failed save.

Perfect Illusions

At 18th level, your illusions are so life like that only creature with intelligence score of 20 or more can determine if your illusions aren't you. They still need to make an Intelligence (Investigation) check against your Spell DC.

Mirage Skills

Each mirage has a different effect as well as a Illusion point cost. They can use your action, bonus action, or reaction, with some of requiring targets to make saving throws against your spell DC.

Mirage Mirror

Create a mirage of a shining gem that's surface act like a mirror.

As an action create a Mirage Mirror for 1 Illusion Point on an open space within 5 feet of your location. Once a creature touches the mirage they take 1d10 physic damage and the mirage disappears. You can only have up to five Mirage Mirrors at any given point.

False Oasis

Create a mirage at your current location and heals. When the mirage expires, it spawns a Mirage Mirror.

As an action create a False Oasis for 3 illusion points over an area of a circle with a diamater of 10 feet centered on you. Allies inside the circle or that end their turn in the circle heal 2d4 hit points. At the start of your next turn the mirage fades leaving behind a Mirage Mirror inside the earlyer circle.

Crystal Sands

Draw in shards of crystal sand to create a Mirage Mirror at a target location.

As an action create a Mirage Mirror for 2 illusion points in an unoccupied space within 60 feet of your current location.

Illusionary Ambush

You and all your illusions teleport to a random point around your target and attack.

As an action you can spend 3 illusion points to teleport you and all your illusion within melee range of a target that you can see within 60 feet. Then you and all your illusions can make 1 melee attack against said target.

Mirage Ambush (Mirage Ambush / Retreat)

Teleport and unleash an attack that blinds your target and nearby foes. Then return to your starting point, leaving behind a illusion at your previous location.

As a bonus action you can spend 3 illusion points to teleport to a target you can see within 60 feet and then spend your action to attack said target. The target must make a Consitution saving throw against your Spell DC or be blinded until the end of their next turn. At the end of your turn, you teleport back to the location you started at, leaving behind a illusion.

Sand Through Glass

Evade backward and leave behind a Mirage Mirror.

As a reaction form taking damage from a melee attack you can spend 2 illusion points to evade backward up to 15 feet, leaving behind a Mirage Mirror where you once stood.

Jaunt

Teleport to a target location and confuse nearby foes.

As an action you can spend 6 illusion points to teleport up to 60 feet to an unoccupied space. All enemies within 5 feet of you after you teleport must make a Wisdom saving throw or be under the affects of the confusion spell until the end of your next turn.

Spellbreaker - Fighter Archetype

Spellbreakers use their blades to strike at the very fabric of magic and strip it from their foes. They meditate to see past their enemies' defenses and strengthen their offensive capabilities.

Counter

At 3rd level you learned how to absorb part of the next attack against you, allowing you to counterattack a near by foe.

As a bonus action you can attempt to counter the next attack against you. The next attack made against you that hits has it's damaged halfed against you, and you can use your reaction to then make an attack against an enemy within melee range dealing an equal amount of damage you just took.

Battle Meditations

At 7th level you have learned how to mediate during battle to see past your enemies' defenses or strength your offensive capabilities. What and how these meditations work can be found at the end of this section.

Natural Healing

At 10th level through meditation you have learned how to empower your second wind.

Now when you use your second wind ability you can also remove one of the following conditions: Blinded, Charmed, Deafened, Frightened, Incapacitated, Poisoned, or 1 point of exhaustion.

You may use this ability the same amount of times equal to the amount of times you can use the second wind ability.

Sight beyond Sight

At 15th level through meditation you have learned how to focus your mind giving you True Sight with a range of 60 feet for one hour.

You may use this ability a number of times equal to your Wisdom Modifier.

Winds of Disenchantment

At 18th level through meditation you have learned how to create an Antimagic Field. You can use this ability a number of times equal to your Wisdom modifier, maximum of 5 times per long rest.

This acts as the spell Antimagic Field, except you can only concentrate on this for up to 1 minute.

Meditations

During combat you can spend a bonus action to meditate on one of the following meditations. You can meditate a number of times equal to your wisdom modifier per long rest. Some meditations require a target(s) to make a saving throw, the DC is calculated by the following formula,

Meditation Save DC = 8 + your proficiency bonus +

your Wisdom modifier
Featherfoot Grace

After spending your bonus action to complete the Featherfoot Grace meditation your movement speed doubles and you don't provoke opportunity until the end of your turn.

Imminent Threat

After spending your bonus action to complete the Imminent Threat meditation you unleash a horrible roar. All hostile creatures within a 20 feet diameter centered on you must make a Wisdom saving throw or spend their next action attacking you.

Break Enchantments

After spending your bonus action to complete the Break Enchantments meditation until the end of your turn your attacks ignore any magical defenses like Mage Armor, Shield or other spells that add to your AC. Range attacks can go through things like Wall of Force.

In addition these strikes ignore magical resistances.

Oath of the Dragonhunter - Paladin Archetype

The Oath of the Dragonhunter is that of Paladin thats personal past or god has an extreme hatred for Dragons. They hone their light magic into physical nature that's sharp and deadly enough to pierce scales. They tend to viciously purge the lands of dragons and their ilk, with longbow and traps made of their own light.

Tenets of Dragonhunter

Though the exact words and strictures of the Oath of the Dragonhunter vary, most paladins of this oath share these tenets.

Spear of Justice. Be the first spear in the fight against dragons.

Hunter's Verdict. Be swift and quick when killing a foe that could smarter then themselves.

Chromatic Bane. Slay all Chromatic dragons you come across, none are worthy of mercy.

Metallic Terror. Not all Metallic Dragons are good, so don't let their color mean anything.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Dragonhunter Spells
Paladin Level Spells
3rd Hunter's Mark, Absorb Elements
5th Cordon Of Arrows, Locate Animals or Plants
9th Flame Arrows, Lightning Arrow
13th Locate Creature, Charm Monster
17th Swift Quiver, Conjure Volley

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Radiant Bow. As a bonus action, you can summon a longbow into your open hands. This longbow uses your charisma modifier for it's to hit and attack rolls, rather then dexterity modifier. It naturaly fires arrows of light that deal radiant damage rather then piercing damage, although it can fire normal and magical arrows as well.

The Radiant Bow lasts for 1 minute, until you drop it, dismiss it, or you fall unconscious.

Dragons Bane As a bonus action, you can call upon you or your god's hatred of dragons to help you deal more damage. For the next minute on a hit you deal an extra 1d6 radiant damage once per turn.

At level 10 this extra damage increases to 2d6, and 3d6 at level 20.

Daily Light

At 7th level you have learned how use your light magic to create magical light traps. Each trap takes a portion of your daily light, which you have an amount equal to your charisma modifier + proficiency bonus. You regain your daily light after a long rest.

The description for the traps and how they work can be found on the next page.

Resist Draconic Elements

At 15th level you can use your reaction to resist damage from an attack that deals acid, cold, fire, lightning, or poison damage.

At 18th level, you can give this resistance to an ally that you see within 20 feet as a reaction.

Wings of Resolve

At 20th level, as an action you can use your light magic to manifest angelic wings to fight the dragons in the sky. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • As a bonus action you can Dash (flying) with your wings.
  • When you make a successful save against a dragons breath weapon, you take no damage rather then half.

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

Radiant Traps

Some traps require a saving throw, the DC is your spell DC when placed. You can up to three traps out at anytime. When you place a trap you must decide who is your Allies and Enemies. The trap will last for up to 1 minute, someone / thing activates it, or you dismiss it.

When a creature walks into the radius of your trap or you command it to activate as a bonus action the trap will activate. Sometimes the trap will only affect enemies other's affect both.

Purification Trap

For 3 Daily Light you can place a Purification trap when placed. The trap has a radius of 10 feet centered on your location. Allys within the trap heal 2d10 hit points. Enemies must make constitution saving throw taking 2d10 radiant damage and become blinded until the end of their next turn or half the damage on a successful save

Fragments of Faith Trap

For 2 Daily Light you can place a Fragment of Faith trap.

This trap has a 10 feet diameter circle centered on your location when placed. Once triggered shards of light explode from the center of the trap. Allies within the radius get a +1 to their AC until the end of their next turn. Enemies within the radius must make a dexterity saving throw get taking 2d8 radiant damage and half as much on a successful save.

Light's Judgment Trap

For 2 Daily Light you can place a Light's Judgment

This trap has a 10 feet diameter circle centered on your location when placed. Once triggered an explosion of light erupts from the center of the trap. Enemies they must make a constitution saving throw taking a -1 to their AC until the end of their next turn and become revealed if invisible on a failed save and only become revealed on a successful one.

Test of Faith Trap

For 3 Daily Light you can place a Test of Faith Trap.

This trap has a 15 feet diameter circle centered on your location when placed. Enemies that trigger the trap cause swords of light to spawn around the diameter of the trap. Enemies that try to cross the diameter must make a dexterity save throw taking 2d12 radiant damage on a failed save and fail to cross the ring and half as much on a successful save.

Enemies can only attempt to cross the ring once per turn, while Allies can cross the ring for free. The ring of swords only stays up for half a minute (3 rounds).

Procession of Blades Trap

For 3 Daily Light you can place a Procession of Blades Trap.

This trap has a 10 feet diameter circle centered on your location when placed. Once triggered by an enemy, three gigantic blades of light spinning around at super fast rate dealing damage to enemies within the circle.

Enemies must make a dexterity save throw taking 4d8 radiant damage on a failed save or half as much on a successful save.

Dragons Maw Trap

For 5 Daily Light you can place a Dragon's Maw trap.

This trap has a 15 feet diameter circle centered on your location when placed. Once triggered by an enemy, a radiant skeletal shouts out of the ground bitting and trying to pull all the enemies inside the circle to it's center.

The enemies inside the circle must make a dexterity save throw taking 3d12 radiant damage and pulled to the center on a failed save or half as much on a successful one.

Oath of the Firebrand - Paladin Archetype

The Oath of the Firebrand is that of Paladin thats are zealous lorekeepers skilled in conjuring magical fire. They use mantras in close combat to rebuke enemies and protect allies.

Tenets of Firebrand

Though the exact words and strictures of the Oath of the Firebrand vary, most paladins of this oath share these tenets.

Knowledge. Knowledge is power, which is why only the chosen should no the full truth.

Resolve. Never falter in your beliefs, for they must be supported by facts.

Courage. Never be afraid to learn new information, even if it doesn't support your beliefs.

Fire. While you will cause destruction in your path, leave behind the seeds to start anew like fire.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Dragonhunter Spells
Paladin Level Spells
3rd Burning Hands, Hellish Rebuke
5th Flame Blade, Flaming Sphere
9th Fireball, Melf's Minute Meteors
13th Fire Shield, Wall of Fire
17th Flame Strike, Legend Lore

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Firey Aura As a bonus action you can summon a magical flame to surround your body that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). When enemies makes a melee attack against you, they must take disadvantage on the attack roll, or take a 1d4 + your Charisma Modifier. They can only take this damage once per round.

Phoenix Fire As a bonus action you can make any fire damage you deal magically infused so that it hurts even the most resilient creatures. For the next hour the creatures that are normally immune fire damage take half damage, while creatures with resistance take full damage.

Mantra's

At 7th level thanks to you lore and book keeping you figured out one of the lost ways of magic manipulation, Mantra's. How they work and what Mantra's you know can be found on the next page.

Control of Fire

At 15th level you have figured out how to cast some fire based cantrips that Paladons normally can't cast. These cantrips use your charisma modifier for the Spell Attack and DC.

  • Fire Bolt
  • Control Flames
  • Create Bonfire

Tome of Fire

At 20th level your knowledge and mastery of Fire allow you to cast higher level spells that normal Paladin could never cast. These spells use your charisma modifier for the Spell Attack and DC.

You can cast the following spells a total number of three times per long rest.

  • Investiture of Flame
  • Delayed Blast Fireball
  • Fire Storm
  • Meteor Swarm

Manatra's

Manatra's are one of the many ways to manipulate the magic around someone with out using spell slots. During a long rest you pick mantra (s) to place on yourself. The amount of Mantra's you can place on yourself is equal to half your proficiency bonus rounded down. Each Mantra has it's own trigger condition that must be meet in order for the Mantra to activate. A Mantra can activate a number of times equal to your charisma modifier before it can no longer trigger.

You can swap out your Mantra's Recharge during the long rest as well as recharge the ones that have already been spent.

Mantra of Solace

You prepare a chant to heal yourself from a fatal blow.

Once you are knocked unconscious by an attack or spell, blast of healing flame surrounds them. The wearer immediately regains 5 hit points and is lifted to their feet. All enemy creatures within 10 feet of the wearer must make a saving throw. They suffer 3d6 fire damage (half if succeeded).

Mantra of Flame

Prepare a chant to sear your enemies.

As you deal damage, you deal an additional 1d6 fire damage until the end of your turn. This damage increases to 1d8 at level 10, 1d10 at level 15 and 1d12 at level 20.

Mantra of Lore

Recite the ritual of cleansing that activates after a conditions is applied.

Once you get a condition this mantra activates cleansing the conditions.

Mantra of Truth

Prepare the tenets of truth to debilitate your foes.

Once a condition is applied to you, it get moved over to the applier instead. If you had to fail a saving throw in order to get the condition, the applier must roll the same save in order to have it applied to them. This doesn't transfer damage, only conditions.

This doesn't work on the grapple or restrained condition.

Mantra of Potence

Recite a hymn from the annals of Zephyr to hasten yourself and allies.

The next time you try to spend your action to dash, this mantra activates allowing you to dash as a bonus action. This is assuming you haven't already used your bonus action.

Mantra of Liberation

Echo remnants of an ancient pamphlet urge ones for freedom.

This mantra breaks you out of a grapple or free you if your restrained.

The Soulbeast - Ranger Archetypes

There are no stronger bond between man and beast than that of the Soulbeast and their pets. Their bond is so powerful that they can become one in spirit. By channeling their pet, they become a single entity, granting the Soulbeast an increase to health, their pets attack and abilities.

Soulbeast Features
Ranger Level Feature
3rd Soulbeast Magic, Animal Companions, Beastmode
7th Stronger Bond
11th Spell Sharing
15th Ultimate Bond

Soulbeast Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Soulbeast Spells table. These spells count as a ranger spells for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Feature
3rd Entangle
5th Enhance Ability
9th Wall of Water
13th Dominate Beast
17th Awaken

Animal Companions

At 3rd level, you have a number of beast companions that accompany you alongside your adventures. You can only have one companion out at a time, the others are stored in an amulet, necklace or ring that you wear at all times. The number of beast, size and challenge rating your companions can have can be found by in the Companion Table found bellow. While the beast is out alongside you, you can add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

While traveling through your favored terrain with only your beasts, you can move stealthily at a normal pace.

lf the beast dies, or you find another one you want to tame, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you.

Companion Table
Ranger Level Number of Beasts Max CR Max Size
3rd 2 1/4 Medium
7th 3 2 Medium
11th 4 3 Large
15th 5 5 Large

Beastmode

At 3rd level the bond with your beasts are so strong that you can merge into one gaining the following benefits:

  • Your AC becomes their AC if yours is lower then theirs.
  • You can use their Attacks as if it was your own as a bonus action.
  • You become proficient in any skills they are proficient in.
  • Your Max HP increases by 1/4 of your beasts current health. (It can't be more then 1/4 of your normal health)

You can only enter Beastmode once per long rest and it only lasts up to one hour, or you die.

Stronger Bond

At 7th Level your bond is so stong that when you go into beast mode you also gain your beasts resistances, senses (like darkvision, blindsense, or tremorsense), their movement speeds if it more than yours (such as flight, Swim, etc), even if you didn't have it to begin with.

Spell Sharing

Beginning at 11th level, when you or an ally cast a spell that targets you, you can also have it affect your current beast companion with the spell if the beast is within 30 feet of you.

Ultimate Bond

At 15th level your bond is so great that if you were to die while in beast mode your companion would rather sacrifice its life then let you go down.

Instead of dropping to zero hit points while in beastmode, your beastmode will end and you will stay up with 1 HP.

The Deadeye - Roguish Archetypes

The Deadeye is a rogue who stalks their targets with patience, brutal accuracy and dark powers. They use long bows and heavy crossbows to snipe at a long range, marking targets to harass them with harmful effects. They can manipulate darkness and shadows which grants them additional abilities.

Some Deadeye have managed to get their hand on and train with a recently discovered type of weapon know as firearms. While they prefer marking their targets at distance to harass them with harmful effects. They are not afraid to get up close and personal with a concealed pistol that doesn't make a sound when fired. Only a gunslinger can rival the Deadeye's mastery of fire arms.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with longbow, heavy crossbow, and firearms (At DM's discretion) allowing you to add your proficiency bonus to attacks made with those weapons.

Kneel

Starting at 3rd level, you can use your Cunning Action to move at half your speed to begind suitable cover (cover that you ca shoot over while kneeling behind) and then Hide.

Deadeye's Gaze

Starting at 3rd level, you can mark a target that you can see as a Bonus Action. The first time on your turn that you hit the marked creature with a weapon attack, you gain a point of Malice. You gain additional malice every time you get a critical hit or you reduce your marked target to 0 hit points. You can have up to 3 points of Malice at any time. You lose all your Malice at the end of a short or long rest. You can use your Malice to gain access to the following maneuvers listed under the Malice Maneuvers.

At 3rd level, you know the Deadly Aim maneuver plus 2 other maneuvers of your choice. At 7th, 10th, and 15th level you learn 2 additional maneuvers of your choice. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You can only use one maneuver per attack.

Collateral Damage

Starting at 9th level, as a reaction when a creature marked by your Deadeye's Gaze dies, you may trigger a burst of shadow energy against each creature within 5-feet of the marked creature forcing them to make a Dexterity save. On a failed save, the creature takes 1d8 necrotic damage for each point of Malice you currently have built, or half damage if the save succeeds.

Shadow Meld

Starting at 13th level, you can hide in areas of darkness or dim-lighting. When you hide in such an area you are Invisible until you Attack or take another Move or Dash action. When you are hidden in the shadows your voice becomes deep and tenebrous. You gain Advantage on Intimidation checks made from the shadows (the target only needs to hear your voice) and, if the target is marked by your Deadeye's Gaze, you may apply your current points of Malice as a bonus towards the check (using Malice in this manner does not consume it).

One in the Chamber

Beginning at 17th level, when you mark a target with Deadeye's Gaze you automatically gain 1 point of Malice if you don't already have any, and you can immediately make a Dash as part the same Bonus Action.

Malice Maneuvers

You can use your Malice to gain access to the following maneuvers in combat. Some of these Maneuvers require saving throws, the DC of which is calculated as bellow.

Maneuver DC = 8 + your proficiency bonus +

Wisdom modifier
Deadly Aim

When you hit a creature with a weapon attack, consume all your points of Malice and deal an extra 1d6 damage for each point. This damage increases to d8 at 5th, d10 at 11th, and d12 at 17th level.

Binding Shadow

When you hit a creature with a weapon attack, you can expend 1 to 3 points of Malice. The target must make a strength saving throw or become grappled by shadows for a number of rounds equal to the number of Malice spent, or until they make a successful Strength (Athletics) check against your malice save DC as an action on their turn.

Double Tap (Double Slice)

As a bonus action, consume 2 points of Malice and make a weapon attack. You cannot spend additional Malice on this attack nor does it grant Malice.

Death's Retreat

When you hit a creature with a weapon attack, you can spend 1 to 3 points of Malice to magically teleport 10-feet per point into an area of shadows in an unoccupied space that you can see.

Cursed Shot (Cursed Slice)

When you hit a creature with a weapon attack, you can spend 1 point of Malice to put a shadow curse on the creature, bringing misfortune to your target. Until the end of the creature's next turn they have Disadvantage on all Attack Rolls and Ability Checks.

Mercy

As a Bonus Action, you can move your Deadeye's Gaze to a new target while retaining your Malice points.

Iron Sight

As a Reaction to being hit by an attack but before the damage is dealt, you can spend 1 to 3 points of Malice to increase your Armor Class by 1 to 3, if your new AC would cause the attack to miss then it misses.

Shadow Flare

When you hit a creature with a weapon attack, you can spend 1 to 3 points of Malice. The target must make a Dexterity save or be outlined in a crimson, sapphire or violet light (your choice) for a number of rounds equal to the number of Malice spent and the affected creature can't benefit from being invisible.

Shadow Gust

When you are the target of a melee weapon attack, you can spend 1 point of Malice to have the attacker make a Strength saving throw, or else they are pushed five feet away from you.

Skirmisher's Shot (Skirmisher's Slice)

When you hit a creature with a weapon attack, you can spend 1 point of Malice to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Venom Shot

When you hit a creature with a weapon attack, you can spend 1 point of Malice to make the target take poison damage rather then piercing damage. The target must make a Constitution saving throw, on a failed save the target is poisoned.

Paralysis Shot

When you hit a creature with a weapon attack, you can spend 1 point of Malice to make the target take lightning damage rather then piercing damage. The target must make a Constitution saving throw, on a failed save the target is paralyzed. They are able to make another saving throw at the end of their next turn, on a successful save the target is no longer paralyzed.

Incendiary Shot

When you hit a creature with a weapon attack, you can spend 1 point of Malice to make the target take fire damage rather then piercing damage. The target must make a Dexterity saving throw, on a failed save the target catches on fire taking an additional 1d4 fire damage at the beginning of their turn. They or an ally can spend their action to put out the flame.

Silence Shot (Firearm only)

If you have a silencer on your firearm you may spend 1 point of Malice to make your firearm not make any sound.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unque set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master's Guide.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tool check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools (cost and time are DM's discretion). Each firearm uses its own unique ammunition.

Firearm
Name Cost Damage Weight Range Properties
Pistol 250g 1d10 piercing 3 lbs (100/400) Reload 4, misfire 1
Musket 500g 1d12 piercing 10 lbs (200/800) Two-handed, reload 1, misfire 2
Pepperbox 450g 1d10 piercing 5 lbs (150/600) Reload 6, misfire 2
Silencer 800g 0.5 lbs Silences your shots
Sniper 700g 2d12 piercing 25 lbs (600/1200) Two-handed, reload 1, misfire 3

School of the Reaper - Wizard Subclass

An inexorable force on the battlefield, the reaper empowers itself enough to wield a cleaving greatsword to harvest its foes. Slow and hard-hitting, these deadly combatants call out the impending doom of their enemies with piercing shouts. Upon accumulating sufficient life force, they can enter the reaper’s shroud, a deadly form that grants them a dark scythe of malevolent energy and the abilities to match it. Capable of heavily afflicting their victims with chill and other conditions, the reaper wades into melee receiving and dealing blows knowing nothing can save its foes!

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

In addition you learn to extra necromancy cantrips of your choice form any spell list.

Bonus Proficiency

Starting at 2nd level the school of the reaper has taught you how to use a greatsword useing your intelligence modifier rather then your strength modifier for To-Hit and Damage rolls.

Life Force

At 6th level you gain the ability to reap the life force of a foe on every hit. Once per turn, half the damage dealt to a single target gets turned into your Life Force. You can expend Life Force by using a shout, or later by going into Reaper Shroud. You can have a max amount of Life Force equal to your max Health. You lose all accumulated Life Force after a long rest.

Reaper Shroud

At 10th level your mastery over Life Force allows you to turn into a Reaper. As a bonus action you turn yourself into Reaper once per long rest.

While in Reaper Shroud you become a surrounded in shadows and darkness, any weapon you wield transforms into a scythe. You also gain the following traits as part of your transformation:

  • You can't be Frightened
  • You resist Necrotic and Cold Damage
  • While in this form, your Life Force acts as your Health
  • You don't collect Life Force while in this form
  • After all your Life Force is consumed you drop Reaper form
  • You lose 3 Life Force at the end of your turn.
  • You can use the Reaper Skills listed bellow

Soul Eater

At 14th level, you have masterd the harvesting of Life Force from the recently killed.

When you kill a target, all the damage you just dealt gets turned into Life Force rather then just half

Shouts

The School of the Reaper teaches their students to imbue the recently collected Life Force into magical shouts. You may use a shout as a bonus action as long as you have the Life Force to spend.

"Your Soul is Mine!""

Heal yourself by striking the foes around you, turning their Life Force into your own Health.

For 5 Life Force, shout "Your Soul is Mine!". Until the end of your next turn all Life Force you collected now gets converted into your Health

"Nothing Can Save You!"

Shout at a target making them easier to hit.

For 3 Life Force, shout "Nothing Can Save You!" at a target you can see within 120 feet. That target must make a Wisdom saving throw against your spell DC, on a failed save they are frightened of you. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

"Suffer!"

Shout at a target causing their soul to feel pain.

For 5 Life Force, shout "Suffer!" at a target you can see within 120 ft. That target must make a Wisdom saving throw against your spell DC, on a failed save they take 3d6 necrotic damage and half as much on a successful save.

"You Are All Weaklings!"

Shout at your enemies, empowering your next few strikes.

For 3 Life Force, shout "You Are All Weaklings!" as long as you can see a target within 120 feet. Until the end of your next turn you can add your intelligence modifier to any damage rolls you make.

"Chilled to the Bone!"

Shout in a way that chills the targets soul to the point they begin to freeze.

For 9 Life Force, shout "Chilled to the Bone!" at a target you can see within 120 feet. hat target must make a Wisdom saving throw against your spell DC, on a failed save their movement speed is halved and they can't take reactions until the end of their next turn. They only take movement penalty on a successful save.

Reaper Shroud Skills

While you are Reaper Shroud you can use the following skills as an action. Each skill has a Life Force Cost, using a skill that cost more Life Force you have triggers the skill, but the shroud ends and the remaining Life Force is taken out of your normal Health.

Life Slash

Using your shadow scythe, cleave foes in front of you.

For 3 Life Force, imbue your scythe with necrotic energy, and strike a foe you dealing 4d6 necrotic damage. The Life Force is still spent if you miss your attack.

Life Blast

Blast a foe with Life Force.

For 4 Life Force, blast a target with Life Force you see within 120 feet. On hit the target take 3d12 necrotic damage. The Life Force is still spent if you miss your attack.

Death's Charge

Slide forward, hurting all foes in your path. Blind foes at your destination.

For 7 Life Force, charge forward 25 feet. Any creature in your path must make a constitution save against your spell DC. No a failed save they become blind until the end of your next turn and take 3d6 necrotic damage or half as much on a successful one.

Infusing Shadow

Shroud yourself with dark armor making you harder to hit.

For 5 Life Force per round, taken at the end of your turn, add your intelligence modifier to your AC.

Soul Spiral

Spiral and damage nearby foes, dealing high damage.

For 12 Life Force, swing your scythe around yourself causing all creatures within 5 feet of you to make a dexterity saving throw. On a failed save they take 4d10 necrotic damage and half as much on a successful save.

Executioner's Scythe

Deliver a powerful overhand strike to stun a single target.

For 15 Life Force, make a two strike with your scythe that cuts into the soul of your target. The target must make a constitution save against your spell DC. On a failed save they can't take actions until the end of your next turn and take 4d12 necrotic damage or half as much on a successful save.

School of the Scourge - Wizard Subclass

Scourges channel their life force into the desert sands to summon biddable sand shades that damage enemies and create shields for their allies.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

In addition you learn to extra necromancy cantrips of your choice form any spell list.

Life Force

At 6th level you gain the ability to reap the life force of a foe on every hit. Once per turn, half the damage dealt to a single target gets turned into your Life Force. You can expend Life Force to summon a Sand Shade and use them in battle. You can have a max amount of Life Force equal to your max Health. You lose all accumulated Life Force after a long rest.

Feed from Corruption

At 10th level your soul has become so tainted from the harvesting of Life Force that you can use necrotic energy to heal yourself

As a reaction to having a necromancy spell or necromantic ability cast on you, if it deals necrotic damage, you can use the energy to heal yourself rather then damage you. You can use this ability a number of times equal to your intelligence modifier per long rest.

Desert Shroud

At 14th level you have figured out to fuse your own Life Force and turn yourself into a Sand Shade.

Once per long rest you can turn yourself into a Sand Shade. While a Sand Shade you gain the following traits as part of your transformation.

  • Your base movement speed doubles
  • Any Sand Shade ability you spend Life Force on also affects you
  • You resist Necrotic and Fire Damage
  • While in this form, your Life Force acts as your Health
  • You don't collect Life Force while in this form
  • After all your Life Force is consumed you drop your Sande Shade form
  • You lose 3 Life Force at the end of your turn

Sand Shades

The School of the Scourge teaches their students to imbue the recently collected Life Force into magical Sand Shades. While summoning a Sand Shade takes an action, consuming Life Froce to use one of their abilities takes a bonus action. You can have up to three Sand Shades up at once. They disappear after one minute, you dispel, or detonate them.

Sand Shades can't take damage, nor be targeted by spells much like the Spiritual Weapon spell.

Targets affected by these abilities can only be affected once per cast.

Manifest Shade

Manifest a sand shade using some of your life force. Whenever you use a shade ability, your sand shades strike nearby enemies.

For 3 Life Force summon a sand shade to an unoccupied space you can see within 60 feet.

Nefarious Favor

Your shades takes a bite out of the closes enemy target.

For 4 Life Force your sand shade will take a bite at an enemy target within five feet of the shade dealing 1d8 necrotic damage on hit.

This damage increases to 2d8 at 14th level and 3d8 at 18th level.

Sand Cascade

Sand rises up near your shades to shield nearby allies.

For 5 Life Force allies within a 10 feet circle of centered on sand shade gain a +2 to their AC.

Garish Pillar

Induce fear in enemies around your sand shades.

For 5 Life Force your sand shades emit a wave of fear. Creatures within a 10 feet circle centered on the shade must make a Wisdom Saving throw, on a failed save they become frighten of you.

They can repeat the save at the end of their turn until they pass the save. Once the save has been made the target can't be frightened by this ability for another 24 hours.

Sand Flare

Grant nearby allies temporary health and distracting enemies.

For 4 Life Force your sand shades emit a healing wave in a 10 feet circle that gives allies a 2d8 temporary health. Enemies within that wave have disadvantage on their next attack.

Desiccate

Command your sand shades to explode in necrotic energy.

For 5 Life Force your sand shades explode requiring all creatures within a 20 feet circle to make a constitution saving throw. On a failed save they take 4d10 necrotic damage and half as much on a successful save.

Sand Swell

Have your sand shades plunge into the ground, creating a portal through the world for you and your allies to use.

For 3 Life Force, and at least two sand shades, your sand shades will temporarily turn into portals. You or your allies can go through the portal and appear at another one of your choice.

Your shades stay in portal form until the start of your next turn.

PART III

New Classes

Elementalist Class

The Elementalist class is an entirely new class based on the Elementalist from the popular MMO Guild Wars 2 and its expansions. It uses similar mechanics to that of the Mystic Class.

Elementalists

An Elf in elegant robes walks calmly through the forest not noticing that a rouge is aiming a crossbow right at them. As the bolt is let go, but before it hits the Elf’s body becomes covered in stone and the bolt bonces of the dense rock.

A group of bandits have managed to catch themselves a well-known adventure, and a removed all of his magical gear in order to waterboard the man. To the bandit’s surprise waterboarding seems to have no effect on the man they have captured.

Although the group of adventures spent a small fortune hiring their guide. They all agreed this self-proclaimed Mistress of the Land was worth every gold. Not only could she summon more water than the cleric and paladin combined for all them and their rides. Her Earth Elemental was scouting out the land ahead of them completely undetectable by the local creatures.

These individuals are all Elemantalists, manipulators of the four elements. Elemantalists have a connection to the elemental planes which they use to preform acts of raw elemental power.

Mistaken For Druids

One of the main reasons why Elemantalists are so rare is because even when people do find them, the Elemantalists is often mistaken as a Druid. After all both tend to be wise humanoids that get their source of power from nature rather than gods or decades of study. Both tend to have recluse characteristics and would rather watch over a town then live in one.

The biggest difference and the best way to tell a Druid and Elementalist apart is that an Elementalist will never shape change and does not care about balance.

Nature is not Balanced

For Elemantalists, nature is a force to be reckon with. Mother nature can be cruel and punishing one second, then caring and apologetic the next. There is no balance in nature, nature is as it is an always changing battlefield full of destruction. Their mind sets tend to be that of; I have power, therefore I use it. This mind set often leads them into fights with Druids that see Elementalist actions as breaking the balance of nature.

Creating an Elementalist

When making an Elementalist, consider why your character has close bond with the elemental planes. Did your adventurous parents travel through the planes often, in doing so their children have been touched by the elemental planes. Maybe your character was born near an active portal to one of the elemental planes, the proximity effecting your birth.

Where you always an adventure or did you spend a good portion of your life guiding people through some of the harsher natural areas. It wouldn’t be uncommon for an Elementalist to be living alone until they feel they have learned enough about the elementals in order to safely manipulate them.

Quick Build

You can make an Elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the hermit background.

Class Features

As an Elementalist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Elementalist level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elementalist level after 1st

Proficiencies


  • Armor: Light armor and shields
  • Weapons: Simple Melee and Ranged Weapons
  • Tools: None

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two skills from Arcana, Nature, Perception, Insight and Survival

Equipment

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

  • (a) a Quarterstaff or (b) 2 Daggers
  • (a) a Short Sword or (b) Light Crossbow and 20 Bolts
  • Leather Armor, and an explorer's pack
The Elementalist
Level Proficiency Bonus Features Auras Known Power Points Power Limit
1st +2 Elemental Powers, Elemental Specialization, Elemental Blast 1 4 2
2nd +2 Elemental Recovery, Primordial Language 1 6 2
3rd +2 Elemental Specialization feature 2 14 2
4th +2 Ability Score Improvement 2 17 3
5th +3 2 27 3
6th +3 Elemental Specialization feature 3 32 3
7th +3 3 38 5
8th +3 Ability Score Improvement, Potent Elements (1d8) 3 44 5
9th +4 4 57 5
10th +4 Elemental Specialization feature 4 64 6
11th +4 Consumptive Power 4 64 6
12th +4 Ability Score Improvement 4 64 6
13th +5 5 64 7
14th +5 Potent Elements (2d8), Elemental Specialization feature 5 64 7
15th +5 5 64 7
16th +5 Ability Score Improvement 5 64 7
17th +6 6 64 7
18th +6 6 71 7
19th +6 Ability Score Improvement 6 71 7
20th +6 Elemental Duplicity 6 71 7

Elemental Powers

As a manipulator of the elementals, you can master and use elemental auras and power points, rules for which appear at the end of this document.

Elemental Auras

An elemental aura is a way to safely harness one of the four elements that make up the world. An Elementalist masters only a few auras at a time.

At 1st level, you know one elemental aura of your choice. The Auras Known column of the Elemental table shows the total number of auras you know at each level.; when that number goes up for you, choose a new aura.

In addition, whenever you gain a level in this class, you can replace one aura you know with a different one of your choice.

It takes a bonus action to apply an aura or swap auras. An aura last as long as you focus on it, or until another one is applied.

Power Points

You have an internal reservoir of elemental energy that can be devoted to elemental auras you know. This energy is represented by power points. Each elemental aura describes effects you can create with it by spending a certain number of power points. An elemental talent requires no power points.

The number of power points you have is based on your Elementalist level as shown in the Power Points column of the Elementalist table. The number shown for your level is your power point maximum. Your power point total returns to its maximum when you finish a long rest. The number of power points you have can't go below 0 or over your maximum.

Power Limit

Though you have access to a potent amount of elemental energy, it takes training and practice to channel that energy. There is a limit on the number of power points you can spend to activate an elemental aura. The limit is based on your Elementalist level, as shown in the Power Limit column of the Elementalist table. For example, as a 3rd-level Elementalist, you can spend no more than 3 power points on an aura each time you use it, no matter how many power points you have.

Elemental Focus

You can focus elemental energy on one of your elemental auras to draw ongoing benefits from it. As a bonus action, you can choose one of your elemental auras and gain its elemental focus benefit, which is detailed in that aura’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one elemental focus benefit at a time and using the elemental focus of one aura doesn't limit your ability to use other auras.

Elemental Ability

Wisdom is your elemental ability for your elemental auras. You use your Wisdom modifier when setting the saving throw DC for an elemental aura or when making an attack roll with one.

Elemental Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Elemental attack modifier = your proficiency bonus +

your Wisdom modifier

Elemental Specialization

At 1st level, you choose an Elemental Specialization: The Tempest or the Weaver, each of which is detailed at the end of the class description. Each order specializes in a specific approach to harness the elements.

Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, 10th and 14th level.

Elemental Blast

At 1st level you learn the Elementalist's basic ranged ability, Elemental Blast.

As an action you hurl a small ball of elemental energy at object or creature within 60 feet of you. On a hit, the target takes 1d10 acid, cold, fire, force, or lightning damage. This abilities damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Elemental Recovery

Starting at 2nd level, you can draw vigor from the elemental energy you use to power your elemental auras.

Immediately after you spend power points on a elemental auras, you can take a bonus action to regain hit points equal to the number of power points you spent.

Primordial Language

At 2nd level, your mind has been affected by the elemental energy inside you to gain the ability to speak and understand all Primordial languages as if it was your primary language.

Primordial is the language of primordials and elementals. This also includes Aquan, Auran, Ignan, and Terran, which are common dialects of the water, air, fire, and earth elementals respectively.

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.

Potent Elements

At 8th level, you gain the ability to infuse your weapon attacks with elemental energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 elemental damage to that target. When you reach 14th level, this extra damage increases to 2d8.

The elemental damage type is determined by what aura you have. Water aura makes it cold damage, Fire is fire damage, Air is lightning damage, and Earth is force damage.

Consumptive Power

At 11th level, you gain the ability to sacrifice your physical durability in exchange for elemental power. When activating a elemental aura, you can pay its power point cost with your hit points, instead of using any power points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

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

Elemental Duplicity

At level 20 your mastery of the elements has allowed you mold nature to create elemental forms of yourself. Once a week you can spend 1 minute and 20 power points to create four elemental forms of yourself, one for each element. These forms have 1/4 of your max HP and 5 power points that they spend on auras of their element that you know. These forms disappear after 1 hour, there health drops to zero, or you dismiss them. In addition, these forms cannot dual wield auras or overload auras. (For example, a Fire Elemental Duplicity can only use Fire based auras that you know if you know any.)

While in battle your Elemental Duplicities act as individuals requiring their own turns and rolls.

Elemental Specializations

Since Elemantalists are extremely reclusive, it's hard to classify different ones in groups. The difference between the groups is how they manipulates the elemental forces. The two known specializations are the Weaver and the Tempest.

Weaver Specializations

A Weaver Elementalist focuses on mastering summoning and fusing different weapons with elemental powers. At one point or another they have weaved some of their elemental energy into particular weapons.

They prefer having a weapon or weapons in hand when fighting their battles.

Bonus Auras

At 1st level, you learn two additional elemental auras of your choice. They must be chosen from among the Weaver auras.

Weapon Training

At 1st level, you gain proficiency in all Material Melee and Ranged Weapons

Elemental Weapon Mastery

Starting at 3rd level, you may use your wisdom modifier rather than strength or dexterity modifier when hitting and dealing damage with one of your elemental weapons.

Potent Elemental Weapons

Starting at 6th level, your elemental weapons now ignore damage resistance and damage immunity. A creature that has resistance now takes normal damage, and an immune creature takes half damage.

Weapon Summoning Mastery

Starting at 10th level, as an action you can summon the same elemental weapon into an ally’s open hand(s) that is within 15 feet of you.

This weapon last for 1 minute, until you dismiss it, or your ally drops the weapon.

Master Weaver

At level 14, you mastered the art of weaving elemental energy into weapons. Once per long rest you can now use two weaver auras at a once.

Tempest Specializations

A Tempest Elementalist tend to be more supportive and controlling role in combat.

While some of the Tempest auras are damage dealing, the majority of them are supporting oneself or allies and controlling elements and the terrain around yourself.

Bonus Auras

At 1st level, you learn two additional elemental auras of your choice. They must be chosen from among the Tempest Auras.

Elemental Knowledge

At 1st level, you start gaining a 5th sense that tells you the following information

  • You what direction the closes source of water is.
  • How fast the wind is going
  • How long a fire has been burning / burned
  • How below ground you are

Terrain Adaptability

Starting at 3rd level, non-magical terrain doesn't impede the movement speed of you and your allies that stay within 30 feet of you.

Elemental Resilience

Starting at 6th level, your elemental energy grants you resistance. Now when you have an aura it gives you resistance to a corresponding damage according to the table below.

Aura Resistance
Water Cold
Earth Force
Fire Fire
Air Lightning

Overload Auras

Starting at 10th level, you have learned how to overload your auras. As an action you can over load your aura, it does one of the following affects depending on the aura you have. In the process of overloading an aura causes it to end. You can overload an aura once per short or long rest.

Aura Affect
Water You create a surge of accumulated water that affects up to six creatures of your choice that you can see within 30 foot diameter circle around you regain hit points equal to 4d8 + Wisdom modifier.
Earth Giant earth spikes shoot up from the ground in a 20 foot diameter circle centered on you. On a failed dexterity saving throw everyone takes 3d8 piercing damage and are knocked prone and half as much on a successful save.
Fire You ignite the air around a target of your choice that you can see within 20 feet dealing 8d10 fire damage on a failed constitution saving throw and half as much on a successful save.
Air Lightning shoots out from your body striking everyone in a 10 foot radius circle centered on you. On a failed constitution saving throw everyone takes 3d6 lightning damage and becomes paralyzed until the end of your next turn, and half as much damage on a successful save.

Elemental Conjuring

At 14th level, as an action you call forth an elemental servant. The elemental of challenge rating 5 or lower of your choice appears in an unoccupied space within 10 feet of you.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

The elemental disappears when it drops to 0 hit point, you dismiss it, or after 1 hour.

Elemental Auras

Elemental Auras are the heart of an Elementalist's craft. They channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack.

Elemental Auras were each discovered by different specialization and tend to reflect their creators’ specialties. However, an Elementalist can learn any aura regardless of its associated specialization.

Using an Aura

Each aura has several ways you can use it, all contained in its description. The aura specifies the type of action and number of power points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.

The following sections go into more detail on using an aura. Auras are magical and function similarly to spells.

Elemental Focus

The Elemental Focus section of an aura describes the benefit you gain when you choose that aura for your elemental focus.

Effect Options and Power Points

An aura provides different options for how to use it with your power points. Each effect option has a name, and the power point cost of that option appears in parentheses after its name. You must spend that number of power points to use that option, while abiding by your power limit. If you don’t have enough power points left, or the cost is above your power limit, you can’t use the option.

Some options show a range of power points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your power limit. Some options let you spend additional power points to increase a discipline’s potency. Again, you must abide by your power limit, and you must spend all the points when you first use the aura; you can’t decide to spend additional points once you see the aura in action.

Components

While most of the Weaver auras require you to hold a particular weapon, very, very few effect options require components. Any required item(s), their costs, and whether or not they are consumed will be after the name of the effect.

Duration

An effect option in an aura specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of the option is instantaneous.

Concentration. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s power point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.

Concentrating on an aura's effect follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and an aura's effect at the same time, nor can you concentrate on two auras at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

Targets and Areas of Effect

Elemental auras use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If an aura requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your elemental ability.

Some auras require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your elemental ability.

Combining Elemental Effects

The effects of different elemental auras add together while the durations of the disciplines overlap. Likewise, different options from a elemental aura combine if they are active at the same time. However, a specific option from an elemental aura doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect, usually dependent on how many power points were used to create the effect, applies while the durations of the effects overlap.

Elemental abilities and spells are separate effects, and therefore their benefits and drawbacks overlap. An aura's effect that reproduces a spell is an exception to this rule.

Elemental Aura's by Specialization

Each elemental aura is associated with a specialization. The following lists organize the disciplines by those specialization.

Tempest

Wind

Lightning

Water

Ice

Fire

Flame

Rock

Crystal

Weaver

Earth Shield

Crystal Spear

Flame Handaxe

Frost Shortbow

Aqua Trident

Lightning Warhammer

Wind Warhorn

Fiery Greatsword

Aura Descriptions

The elemental auras are presented here in alphabetical order.

Aqua Trident

Water Weaver Specialization

Manipulate the water in the air or body of water around you to coat your trident to sub-zero temperatures.

Elemental Focus (R: Trident). While focused on this your aura, your trident deals cold damage rather than piercing damage.

Water Missile (1-7 pp). As an action launch a slow-moving water missile at target you can see within 90 feet. On hit it deals 1d6 cold damage per power point spent.

Evaporate (3 pp). As a bonus action, after you have thrown the trident, cause your spear to evaporate into the air and then reform back into a free.

Ice Globe (3-7 pp). As an action create a small globe of ice and fling it a target you can see within 50 feet. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. The cold damage increases by 1d6 per additional power point.

Crystal

Earth Tempest Specialization

Focusing on this aura makes a gems on you give off a much larger gleam in the sunlight, making it shin bright like a diamond

Elemental Focus (R: Wearing at least one gem). While focused on this aura you get resistance to physic damage.

Gem Appraise (1 pp). As a bonus action you can automatically tell if a gem has an enchantment, but not what the enchantment does and how much worth in gold the gems are.

Reflect (5 pp). As a reaction from being targeted by a spell that only targets you. Use your crystal aura to reflect some of the damage you took from the spell. The caster of the spell must make a constitution saving throw taking, on a failed save they take half the damage you took. You drop the crystal aura after using this ability.

Crystal Spear

Earth Weaver Specialization

Focus the elemental energy of the earth in the area to manifest crystals on your spear.

Elemental Focus (R: Spear). While focused on this aura your spear hit with the psionic energy in the gems around the spear make it deal an extra 1d4 psychic damage.

Potent Psionics (2 pp). As a bonus action focus on the psionic energy in your spear to make it more powerful. On your next attack the psychic damage is 2d6 rather than 1d4.

Earth Shield

Earth Weaver Specialization

Manifest the metals in the earth to magnetize to your shield in your hand giving you increased defenses.

Elemental Focus (R: Shield). While focused on this your shield gives you an additional +1 to your total AC (For a total of +3).

Stone Smack (1 pp). As an action you smack a creature or object within 5 feet of you dealing 1d4 + your Strength Modifier force damage if you hit.

Fortify (2-7 pp). As a reaction to being targeted by a ranged attack or spell you can increase +1 to your AC that last until the start of your next turn.

You gain an additional +1 to your AC per power point you spend beyond 2.

Magnetic Surge (3-7 pp). As an action amplify the magnetics in your shield causing creatures that are holding metal weapons within to make a Strength Saving throw DC equal to your Elementalist DC or lose their grip on their weapon(s). The weapon gets pulled toward you, sticking to your shield.

The range of this effect is equal to 10 feet circle centered on you. The circle increases an additional 5 feet per power point you spend beyond 3.

Fiery Greatsword

Fire Weaver Specialization

Weave fire elemental energy into the greatsword in your hand.

Elemental Focus (R: Greatsword). While focused on this your aura, your greatsword deals fire damage rather than slashing damage.

Fiery Strike (1-7 pp). As a bonus action, you gain a bonus to your next damage roll against a target you hit with your greatsword. The bonus equals +1d6 fire damage per power point spent.

Fiery Whirl (4 pp). As an action whirl your greatsword around yourself. Each creature that’s five feet from you must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

Fiery Rush (5 pp). As a bonus action rush toward a target you can see within 30 feet of you, leaving behind a small trail of fire. You ignore opportunity attacks during this movement. The fire last until someone spends a bonus action to put them out, and anyone who cross the trail takes 1d4 fire damage.

Fire

Fire Tempest Specialization

Focuses on this aura makes the fire elemental energy in your

Elemental Focus. While focused on this aura your body no longer needs to keep itself moist. You no longer need to drink water, and your body will keep warm in non-magical cold weather.

Meteor Shower(1-7 pp). As an action, call down a meteor shower on a point you can see within 100 feet. Each creature in a 20-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 2d6 fire damage per power point spent on a failed save, or half as much damage on a successful one. Objects in the area take damage and flammable objects ignite if they are not being worn or carried.

Phoenix (6 pp) As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. At the same time you take one point of exhaustion.

Flame

Fire Tempest Specialization

You focus the elemental energy of fire to surround you.

Elemental Focus. While focused on this aura, as a bonus action you can light your hand on fire creating a bright light in a 20-foot radius and dim light for an additional 20 feet.

Combustion (1-7 pp; conc., 1 min). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per power point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.

Rolling Flame (3 pp; conc., 1 min). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.

Detonation (5 pp). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.

Fire Form (5 pp; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage

Flame Handaxe

Fire Weaver Specialization

Weave fire elemental energy into the axe in your hand.

Elemental Focus (R: Handaxe). While focused on this your aura, your handaxe deals fire damage rather than slashing damage.

Burning Retreat (2 pp). As a bonus action back roll 20 feet leaving behind a fire trail ignoring opportunity attacks. A creature takes 1d4 fire damage per 5 feet space they move threw on the trail.

Flame Leap (3 pp). As an action target a creature that you can see within 30 feet of you. Leap into air attack the target jumping over ground obstacles, small, medium and large creatures ignoring opportunity attacks. The target must make a Dexterity Saving throw taking 3d6 fire damage on a failed save, and half as much on a successful save.

Frost Shortbow

Water Weaver Specialization

Weave water elemental energy into the shortbow in your hands.

Elemental Focus (R: Shortbow). While focused on this your aura, your shortbow deals cold damage rather than piercing damage.

Water Arrow (2 pp). As an action shoot a water arrow at an ally within 100 feet healing them 1d6 + your Dexterity Mod rather than dealing cold damage.

Frost Volley (4 pp). As an action shoot a volley of ice arrows at a creature or object you see within 100 feet. The target must make a dexterity saving throw taking 5d6 cold damage, and half as much on a successful save.

Deep Freeze (5 pp). As an action, shoot a a super chilled arrow at a creature or object you can see within 100 feet. The target must make a constitution saving throw taking 5d8 cold damage and become restrained until the end of your next turn on a failed save, and half as much on a successful save.

Lightning

Air Tempest Specialization

You focus the electricity around you to power your body

Elemental Focus. While focused on this aura you can dash as a bonus action.

Bolt (1-7 pp). As an action you can spend power points to increase your movement speed another 5 feet per power point spent.

Electric Touch (3 pp). As a reaction to taking damage from a melee attack, you reach out grabbing the attacker. The attacker must make constitution saving throw taking 3d8 lightning damage on a failed save or half as much on a successful one

Lightning Form (5 pp; conc., 1 min.). As a bonus action, you become surrounded by electricity until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 lightning damage

Lightning Warhammer

Air Weaver Specialization

Focus the electrical energy in the air to charge up the Warhammer you are holding.

Elemental Focus (R: Warhammer). While focused on this aura, your Warhammer deals lightning damage rather than bludgeoning damage.

Wind Blast (2 pp). As a bonus action imbue your Warhammer with the elemental energy of air so the next strike the target must make a dexterity saving throw. On a failed save they are knocked back 30 feet and fall prone.

Static Field (5 pp). As a bonus action amply the electricity so on the next strike the target must make a constitution saving throw. On a failed save the target is paralyzed until the end of your next turn.

Rock

Earth Tempest Specialization

Focusing on this aura makes the very earth around become your tool.

Elemental Focus. While focused on this aura your climbing speed is equal to your walking speed.

Earth Punch (1-7 pp). As a bonus action you can coat your arm with earth so that the next unarmored strike you make deals 1d8 bludgeoning damage per power point spent + your Wisdom Modifier.

Armored Form (6 pp; conc., 1 min.). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.

Water

Water Tempest Specialization

You focus the elemental energy of water to affect the water in or around you.

Elemental Focus. While focused on this aura, you have a swimming speed equal to your walking speed, and you can breathe underwater.

Stop Flowing (1 pp). As an action you can stop the flow of blood from leaving a creatures body, there by stabilizing them.

Healing Rain (1-7 pp). As an action call down a healing rain on a target of your choice within 10 feet, they heal 1d6 per power point spent.

Create Water (1-7 pp). As an action create up to 10 gallons of clean water per power point spent 30 feet in an open container. Alternatively, the water falls as rain in a 30-foot cube within the 30 feet.

Wind

Air Tempest Specialization

You focus the elemental force of air around your body.

Elemental Focus. While focused on this aura, you take no fall damage

Wind Step (1 -7 pp). As part of your move on your turn, you can fly up to 20 feet for each power point spent. If you end this flight in the air, you fall unless something else holds you aloft.

Wind Stream (1-7 pp). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 force damage per power point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Cloak of Air (3 pp; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

Wind Form (5 pp; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.

Wind Warhorn

Air Weaver Specialization

Focus the elemental energy of air so when it goes through your warhorn it has power effects.

Elemental Focus (R: Warhorn). While focused on you can spend your bonus action to increase your elemental spell DC by 2.

Attack Signal (2 pp). As an action blow your horn in an upbeat way to inspire all your allies in a 20 feet radius circle centered on you giving them advantage on their next hit.

Warning Signal (2 pp). As a reaction to seeing someone about to be hit you play a warning signal threw your warhorn giving an ally

Revenant Class

The Revenant class is an entirely new class based on the Revenant from the popular MMO Guild Wars 2 and its expansions.

Revenant

A group of goblins surround an armored man thinking they've found a meal. To their surprise he smirks, and seconds after crystal wings form around the man and blow all the back.

An armored tabaxi with a longbow looks down at her team shouting a heroic speech that inspires them to fight until the last breath.

An man dressed for war preaches for peace as a large translucent rock floats next to him.

All these individuals channel the legendary powers of individuals from legends all throughout the astral sea to slaughter foes, unleash chaos and aid allies while on the battle field.

Blindfolded yet not Blind

It isn't that strange to find a revenant that is beginning to use their invoking magic to be wearing a blindfold. The blindfold helps them differentiate between what they see in their current plane and what is in the astral sea.

Eventually they will no longer need the blindfold, assuming they need one at all. Ether way the blind fold doesn't hinder the use of their eyes.

Endless Sea of Powers

A Revenant gets their power from the legends that are told throughout the astral sea. For a Revenant the astral sea acts as nexus of power that the Revenant invokes their magic from. In many ways this magic is similar to that of a warlock pact, but almost as if the revenant could swap their patron. Yet unlike the warlock, these "patrons" don't sign any pacts with the revenant. Now these "patrons" are entities that have significantly changed the world that they come from. This means the possibility for new legends is almost guaranteed.

Creating an Revenant

When making an Revenant, consider why your character has close bond with the astral sea. Did your adventurous parents travel through the planes often, in doing so their children have been touched by the unending astral sea. Maybe your character was born on a spelljammer causing you to have a connection to the astral sea and all the legends told throughout it.

How long did it take you to realize you had a connection to the astral sea? Do you still wear the blindfold to help with focusing the magic? Lastly, do the legends you invoke control you, or do you control them?

Quick Build

You can make an Revenant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity. Second, choose the Far Traveler background.

Class Features

As a Revenant, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Revenant level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Revenant level after 1st

Proficiencies


  • Armor: Heavy armor
  • Weapons: Simple Melee and Ranged Weapons, as well as material weapons.
  • Tools: None

  • Saving Throws: Charisma, Constitution

  • Skills: Choose two skills from Athletics, Acrobatics, Arcana, History, Intimidation and Survival

Equipment

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

  • (a) a Quarterstaff or (b) a Axe (c) a Mace
  • (a) a Short Sword or (b) a Long Sword
  • (a) a bow and 20 arrows or (b) a light crossbow and 20 bolts
  • (a) Ring mail or (b) Chain Mail
  • an explorer's pack
The Revenant
Level Proficiency Bonus Features Terrestrial Weapon Skills Legends Known Energy points Energy Limit
1st +2 Legend's Powers, Elite Legendary Stance, Energy 1 4 2
2nd +2 Terrestrial Weapon Skills 2 1 6 2
3rd +2 Elite Legendary Stance Feature 2 1 14 2
4th +2 Ability Score Improvement 2 1 17 3
5th +3 Extra Attack 3 2 27 3
6th +3 3 2 32 3
7th +3 Elite Legendary Stance 4 2 38 5
8th +3 Ability Score Improvement 4 2 44 5
9th +4 5 3 57 5
10th +4 Energy Siphon 5 3 64 6
11th +4 5 3 64 6
12th +4 Ability Score Improvement 6 3 64 6
13th +5 6 4 64 7
14th +5 Elite Legendary Stance Feature 6 4 64 7
15th +5 7 4 64 7
16th +5 Ability Score Improvement 7 4 64 7
17th +6 7 5 64 7
18th +6 8 5 71 7
19th +6 Ability Score Improvement 8 5 71 7
20th +6 Master of Legends 8 5 71 7

Legend's Powers

As a Revenant you get your powers from legendary individuals of your choice throughout the realms. They use energy to power their legends and terrestrial weapon skills, rules for which appear at the end of this document.

Legendary Stances

Invoking the powers of individuals of past can be a risky endeavor, which is why even though a Revenant can learn several legends, they can only pick two to have prepared at the same time.

At 1st level, you know one Legend of your choice. The Legends Known column of the Revenant table shows the total number of legends you know at each level.; when that number goes up for you, choose a new legend.

In addition, whenever you gain a level in this class, you can replace one Legend you know with a different one of your choice.

It takes a bonus action to apply a legend or swap legends. A legend last as long as you focus on it, or until another one is applied.

Energy Points

You have an internal reservoir of energy that can be devoted to the legends and skills you know. This energy is represented by energy points. Each legend describes effects you can create with it by spending a certain number of energy points. Some Terrestrial Weapon skills require energy points.

The number of energy points you have is based on your Revenant level as shown in the Energy Points column of the Revenant table. The number shown for your level is your energy point maximum. Your energy point total returns to its maximum when you finish a long rest. The number of evergy points you have can't go below 0 or over your maximum.

Energy Limit

Though you have access to a potent amount of energy, it takes training and practice to channel that energy. There is a limit on the number of energy points you can spend to activate a legend. The limit is based on your Revenant level, as shown in the Energy Limit column of the Revenant table. For example, as a 3rd-level Revenant, you can spend no more than 3 energy points on an legend or skill each time you use it, no matter how many energy points you have.

Legend Focus

You can focus your energy on one of your legends to draw ongoing benefits from it. As a bonus action, you can choose one of your legends and gain its focus benefit, which is detailed in that legend’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

Invocation Ability

Charisma is your invocation ability for your Legends. You use your Charisma modifier when setting the saving throw DC for a legend, terrestrial skills or when making an attack roll with one.

Invocation Save DC = 8 + your proficiency bonus +

your Charisma modifier

Invocation attack modifier = your proficiency bonus +

your Charisma modifier

Elite Legendary Stance

At 1st level, you choose an Elite Legendary Stance: The Legenday Dragon Stance or the Renegade Stance, each of which is detailed at the end of the class description. Each stance specializes in a specific legend.

Your Stance gives you features when you choose it at 1st level and additional features at 3rd, 7th and 14th level.

Terrestrial Weapon Skills

Thanks to your channeling of legends your body has gained the ability to learn weapons skill that are the stories of legends.

At 2nd level, you gain two terrestrial weapon skills of your choice. Your weapon skills options are detailed at the end of the class description. When you gain certain revenant levels, you gain additional weapon skills of your choice, as a shown in the Terrestrial Weapon Skills column of the Revenant table.

Additionally, when you gain a level in this class, you can choose one of the skills you know and replace it with another skill that you could learn at that 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 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Energy Siphon

At 10th level, you have gained the ability to siphon energy off a target once per turn on hit.

Once per turn you can turn 1/4th the damage dealt, rounded down, into energy.

Master of Legends

At 20th level you have completely mastered the ability of using and swapping legends. From now on you can switch a prepared legend as a free action, and swap a prepared legend with an unprepared legend as as a bonus action.

Elite Legendary Stances

While the magic that Revenants use is still a mystery to scholars, they have noticed that certain legends seem to be more powerful then others. The Legendary Dragon and Renegade Stance seem to give a portion of their power even when not being invoked.

Legendary Dragon Stance

Revenant's that invoke the legendary dragon stance, often called Herald's, invoke the power of a legendary Crystal Dragon Glint. Legends say that she protected her world from total annihilation thanks to her precognitive abilities.

Bonus Legend

At 1st level, you gain the Dragon Legend. This doesn't count against your total legends known.

Shield Training

At 1st level, gain proficiency in in the use of shields.

Portent

Starting at 3rd level when you choose this Elite Legendary Stance, you start to inherit Glint's precognitive abilities. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Infuse Light

Your connection with Glint allows you to infuse her magic into your body.

Starting at 7th level, you can consume an active Facet as a reaction to being hit by an attack. Consuming the Facet turns all the damage you would have taken into health and you drop the Facet you were concentrating on.

You can use this ability once per long rest.

Chaotic Release

Instead of infusing her magic into your body, you infuse it into the air around you. releasing chaotic winds damaging and knocking back foes.

Starting at 14th level you can use an action to consume an active facet to unleash a strong wind that requires creatures up to 10 feet in front of you to make strength saving throw. On a failed save they are knocked back 20 feet, take 4d10 force damage, and are knocked prone. On a successful save they take half damage and are still knocked back 20 feet.

You can use this ability once per long rest.

Legendary Renegade Stance

Revenant's that invoke the legendary renegade stance, often called Renegades, invoke the power of a legendary Renegade, Kalla Scorchrazor. Legends say she lead rebellion that changed the ways her race treated their females. Once they were only considered to be useful in the kitchen, she made it so they were treated as equals on the battle field.

Bonus Legend

At 1st level, you gain the Renegade Stance. This doesn't count against your total legends known.

Ranged Weapon Training

At 1st level, gain proficiency in in the martial ranged weapons.

Heroic Command

At 3rd level the leadership skills of Kalla have started to seep into your brain.

You gain the Inspiring Leader feat, even if you don't meet the prerequisite.

Citadel Bombardment

At 7th level your connection with Kalla allows you to open a portal through the astral sea, unleashing a storm of artillery from the legions.

Once per long rest, as an action, call down an mini artillery strike on a 20 feet diameter circle that you can see within 120 feet. Creatures within that circle must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Orders from Above

At 14th level you have gained Kalla's commander skills.

You can use the Command spell as if it were an ability a number of times equal to your proficiency bonus per long rest.

Legendary Stances

Legendary Stances are the main focus of the Revenant. Each legendary stance comes from a different legend allowing the Revenant to be one of the most versatile combatants out there.

Stance

The Invocation section of a stance describes the benefit you gain when you choose that Legend.

Effect Options and Energy Points

A Legend provides different options for how to use your energy points. Each effect option has a name, and the energy point cost of that option appears in parentheses after its name. You must spend that number of energy points to use that option, while abiding by your energy limit. If you don’t have enough energy points left, or the cost is above your energy limit, you can’t use the option.

Some options show a range of energy points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your energy limit. Some options let you spend additional power points to increase a discipline’s potency. Again, you must abide by your energy limit, and you must spend all the points when you first use the Legend; you can’t decide to spend additional points once you see the legend in action.

Components

Very, very few effect options require components. Any required item(s), their costs, and whether or not they are consumed will be after the name of the effect.

Duration

An effect option in an legend specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of the option is instantaneous.

Concentration. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s energy point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.

Concentrating on an legend's effect follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a legend's effect at the same time, nor can you concentrate on two auras at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

Targets and Areas of Effect

Legenday Stances use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If a legend requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your legend ability.

Some legends require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your elemental ability.

Combining Legend Effects

The effects of different legendary stances add together while the durations of the disciplines overlap. Likewise, different options from a legendary stance combine if they are active at the same time. However, a specific option from a legendary stance doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect, usually dependent on how many energy points were used to create the effect, applies while the durations of the effects overlap.

Legendary Stance abilities and spells are separate effects, and therefore their benefits and drawbacks overlap. An legendaries effect that reproduces a spell is an exception to this rule.

Legend Descriptions

The Legendary Stances are presented here in alphabetical order.

Legendary Assassin Stance

Invoke the power of the legendary assassin Shiro Tagachi. Once a guardsman then body for the emperor, he started to deal in dark magic after being feed a lies by demons. He soon killed his emperor and unleashed the Jade Wind on his home. The Jade Wind turned everything within 100 miles into solid jade. As punishment for his actions was turned into an Envoy upon dying, yet he used his new power to create an army. With his army he was able to return back to life, only to get killed again by another hero whose name was lost to the legends of time.

Invocation. While invoking the power of Shiro, he is forced to translate thieves cant to you.

Enchanted Daggers (R: Six Daggers; 2 ep; conc., 1 min). As a bonus action, enchant your daggers so that the next several attacks siphon health. While concentrating you regain 1d4 health upon hitting your target.

Phase Traversal (2 ep). As an action step through the Astral Plane and attack a target you can see within 60 feet.

Riposting Shadow (3 ep). As a reaction to making a dexterity saving throw, dodge backward through the Astral Plane. If you make the save you take no damage, and half damage on a failed save.

Impossible Odds (5 ep, per round). As a bonus action, empower yourself with Shiro's incredible speed and destructive prowess, gaining an additional +20 to your movement speed and an additional 1d8 damage striking foes. The ep, are consumed at the start of your turn if this is active.

Jade Winds (7 ep). As an action, call upon the Jade Wind to turn nearby enemies into jade, petrifying if they fail to make a constitution saving throw. A petrified individual may repeat the saving throw at the end of their turn until they make the save.

Legendary Centaur Stance

Invoke the power of the legendary centaur Ventari. In his youth he was a proud warrior who fought against humans, however over time he grew to abhor the violence that engulfed the two species. Through a seres of spectacular events and his peaceful caring nature he created Ventari's tablet. His tablet radiated so much positive energy it ended up turning the offspring of a powerful evil jungle dragon into peaceful race.

Invocation. While invoking the power of Ventari, you you become more caring and compassionate. This allows you to + your charisma modifier any time you heal an ally.

Projected Tranquility (1 ep). As a bonus action, summon a projected image of Ventari's tablet into an empty space you can see within 30 feet or move the tablet 60 feet. The tablet stabilizes or heals an ally 1 hit point upon it moving through their space while in combat. The tablet must end in an unoccupied space and can't take damage or be destroyed only dispelled by you or someone else who casts dispel magic.

Protective Solace (3 ep; conc., 1 min). As an action, Summon a protective barrier in a 20 feet diameter around the tablet that blocks enemy projectiles. This blocks any magical and non-magical single targeting projectiles.

Natural Harmony (1-7 ep). As an action, collect your energy and release it healing allies next to the tablet a number of d4 equal to the amount of energy points spent.

Purifying Essence (5 ep). As an action, use the tablets healing aura to remove one of the following conditions from each ally next to the tablet. The conditions it removes are blind, charmed, deafened, 1 point of exhaustion, frightened, paralyzed, petrified, poisoned and stunned.

Energy Expulsion (7 ep). As an action detonate the tablet. Enemies next to the tablet must make a strength saving throw. On a failed save the target is knocked prone and back 20 feet and only knocked back 10 feet on a successful save.

Legendary Demon Stance

Invoke the power of the legendary demon Mallyx the Unyielding. He was once a holy knight of a now fallen dark god. He spends his time now gathering an army to avenge his fallen god.

Invocation. While invoking the power of Mallyx your soul become temporarily darker. You have advantage on all deception skill checks.

Empowering Misery (2 ep). As a reaction to being blinded, charmed, deafened, frightened or poisoned your darker soul absorbs the affect healing you 1d10 hit points.

Pain Absorption (4 ep). As a bonus action, harden your darker soul to resist all damage types except physic and radiant damage until the end of your next turn.

Banish Enchantment (3 ep; conc., 1 min). As a bonus action, cover your weapons with darkness that cuts through enchantment based spells like nothing. This make it so your weapons ignore the additional AC bonus that spells like Shield give.

Call to Angusih (5 ep). As an action, leap toward an unoccupied space you can see within 30 feet ignore attacks of opportunity. Creature around the space you land must make a constitution saving throw. The effected creatures must take 3d8 necrotic damage on a failed save and half as much on a successful one.

Embrace the Darkness (7 ep per round). As an action embrace the power of Mallyx gain the following traits, the energy points are taken at the beging of your turn after this turn.

  • You are immune to necrotic damage.
  • Your attacks deal necrotic damage rather then their normal damage.
  • You deal an extra 1d8 damage upon hitting a target.
  • Enemies that see you transform must make a wisdom saving throw or be frightened of you until this power ends.
  • You become weak to radiant damage.

Legendary Dwarf Stance

Invoke the power of the legendary dwarf King Jalis Ironhammer. The Last King of Deldrimor Dwarf clan. With the backing of his people he, preformed the Rite of the Great Dwarf. They turned into living stone in order to fight an ancient subterranean enemy.

Invocation. While invoking the power of King Jalis, you gain an additional +1 to your AC.

Soothing Stone (1 ep; conc., 1 min) As a bonus action, you can start the process of mending your body. Every round you can spend one of your To Hit dice to heal yourself.

Inspiring Reinforcement (2 ep). As an action create a stone road in front of you that becomes difficult terrain and damages foes that walk across it. For every space a foe walks across it, they take 1d4 piercing damage.

Forced Engagement (3 ep; 1 min). As an action launch a chain at foe you can see within 60 feet. That foe must make a wisdom saving throw. On a failed save the target must keep attacking you until they make the wisdom save, you are knocked unconscious, or the magic ends.

Vengeful Hammers (5 ep; conc., 1 min). As an action, invoke hammers to circle around you, requiring enemies next to you to make a strength saving throw. On a failed save they take 4d10 force damage and half as much on a successful one.

Rite of the Great Dwarf (7 ep). As a bonus action, channel the power of the Rite of the Great Dwarf to you and your allies next to you turning your skin into stone giving resistance to all damage type, but physic damage until the end of the next turn.

Elite Legendary Dragon Stance

Invoke the power of the legendary dragon Glint. Legends say that she protected her world from total annihilation thanks to her precognitive abilities. She put into motion a legacy that would one day unit all the races of the world in and stop the world cycle of destruction and rebirth.

Invocation. While invoking the power of Glint, you have advantage on all constitution saving throws that involve making concentration checks for facets.

Facet of Light (1 ep per round ; conc.). As a bonus action, place the Facet of Light on yourself that heals you and nearby allies within a 20 feet diameter circle 2 hit point per round at the start of your turn.

Facet of Darkness (1 ep per round; conc.). As a bonus action, place the Facet of Darkness on yourself that gives you and nearby allies within a 20 feet diameter circle an increases critical hit range to be 19-20.

Facet of Elements (1 ep per round; conc.). As a bonus action, place the Facet of Elements on yourself that gives you and nearby allies within a 20 feet diameter circle a +10 to their base movement speed.

Facet of Strength (1 ep per round; conc.). As a bonus action, place the Facet of Strength on yourself that gives you and nearby allies within a 20 feet diameter circle a +1 to their to hit and damage rolls.

Facet of Chaos (3 ep per round; conc.). As a bonus action, place the Facet of Chaos on yourself that gives you and nearby allies within a 20 feet diameter circle a +2 to their AC.

Elite Legendary Renegade Stance

Invoke the power of the legendary renegade, Kalla Scorchrazor. Legends say that she was a fierce warrior that lead a revolution. Revenants that invoke her also get to summon her warband that she lead. While she did win the revolution, the defeated was so shamed by his defeat that he stabbed her with a poisoned dagger. Now poisoned and dying, Kalla ripped the dagger from her body and stabbed it into her assailant mouthing the words, "At least I die knowing my sisters are free and you go down with me."

Invocation. While invoking Kalla Scorchrazor, if a melee attack brings you to 0 hit points, instead of going unconscious immediately, you can make one melee attack as a reaction. After the melee attack you go unconscious.

Breakrazor's Bastion (2 ep). Summon the spirit of Era Breakrazor to help heal your allies while shielding them.

As an action summon the spirit of Era Breakrazor. Until the end of your next turn, if you or any of your allies within a 10 feet diameter circle heal. Then gain an additional dice role worth of health.

Razorclaw's Rage (3 ep). Summon the spirit of the Centurion Jas Razorclaw from the to enhance the attacks of your allies.

As an action summon the spirit of Jas Razorclaw. Until the end of your next turn, if you or any of your allies within a 10 feet diameter circle hit on an attack. Then deal an additional dice role worth of damage.

Darkrazor's Daring (4 ep). Summon the spirit of Kus Darkrazor to disrupt your enemies.

Icerazor's Ire (5 ep). Summon the spirit of Visk Icerazor to magically bombard your enemies with debilitating fire.

As an action summon the spirit of Visk Icerazor. Until the end of your next turn enemies within a 10 feet diameter circle have disadvantage on concentrating on spells.

Soulcleave's Summit (7 ep). Summon Lieutenant Ofela Soulcleave to grant your allies' strikes incredible bloodthirst, inflicting damage and restoring health.

As an action summon the spirit of Ofela Soulcleave. Until the end of your next turn, you or any of your allies within a 10 feet diameter add your charisma modifier, and half the damage dealt to an enemy gets siphon into heal.

Terrestrial Weapon Skills

Terrestrial Weapon Skills are minor abilities that requires the Revenants unique magic. While some do require energy points, all of them only work for a certain weapon that you must be wielding in order to use the skill.

The talents are listed by what weapon they require.

Bloodbane Path

Requires a short or longbow (1 ep)

As a bonus, conjure a portal through the astral sea so that your arrows strike from unexpected directions until the end of your turn. This allows you to attack ignoring the AC bonus of cover.

Sevenshot

Requires a short or longbow (5 ep)

Once per long rest you can use your action to make seven shots through your bow. After using this skill you take one point of exhaustion.

Scorchrazor

Requires a short or longbow (2 ep)

As an action, unleash a fiery arrow to ignite and knock down your enemies. Upon hitting your target, they take fire damage rather then their normal damage, and they must make a strength saving throw. On a failed save they are knocked prone.

Hammer Bolt

Requires a two-handed hammer When you swing your hammer, you can make a ghostly version of it attack a target you can see within 40 feet. (It gives your hammer a range of 40 feet)

Phase Smash

Requires a two-handed hammer (1 ep)

As an action, leap through the astral sea to a target of your choice that you can see within 120 feet, then teleport back to your previous location. You still spend the energy, even if you miss on your attack.

Drop the Hammer

Requires a two-handed hammer (3 ep)

As an action, summon a massive hammer from the astral sea to strike the ground. The hammer slams down in an area you can see within 80 feet. Creatures within a 20 feet diameter of the target location must make a strength saving throw. On failed save they take 5d10 force damage and are knocked prone, and half the damage on a successful save. You also take one point of exhaustion after you use this skill.

Warding Rift

Requires a Staff

As a bonus action, create a small rift that helps block incoming attacks. Until the start of your next turn, you gain a +2 to your AC.

Surge of the Mists

Requires a Staff

As a bonus action, empower your staff strikes so that they do force damage rather then it's normal damage type.

Precision Strike

Requires a Sword (3 ep)

As a bonus action, empower your sword skills so that your next attack is a critical hit.

Unrelenting Assault

Requires a Sword (3 ep)

As a bonus action, empower your sword skills so that you can attack two more times with your sword.

Shacking Wave

Requires a Sword

Empower your your sword so that it slices the air around a target you can see within 40 feet. (It gives your sword a range of 40 feet)

Misery Swipe

Requires a Mace or Axe

As a bonus action, empower your mace or axe with all the negative energy that can be found within the astral sea. Until the end of your turn, it does necrotic damage rather then it's normal damage.

Searing Fissure

Requires a Mace or Axe (2 ep)

As an action, smash your weapon into the ground that a target occupies causing flames to erupt from the astral sea. The target must make a dexterity saving throw, on a failed save they take 2d8 fire damage and catch on fire. On a successful save they take half damage. A target on fire take 1d4 fire damage at the end of their turn, and must spend an action to put out the flames.

Frigid Blitz

Requires a Mace or Axe

As an action hurl your weapon at your target you can see within 40 feet. If the weapon hits it deals cold damage rather then it's normal damage. At the end of your turn, the weapon comes back to your empty hand.

Spear of Anguish

Requires a Spear

Thanks to your invoking powers, you now know how to throw your spears an extra 20 feet.

Rapid Assault

Requires a Spear (3 ep)

As a bonus action, empower your spear so that you can make 2 more attacks with it.

Rift Containment

Requires a Spear (5 ep)

As an action create two rifts, one above and one below your target. They must make a constitution saving throw, on a field save they can't move. They can repeat the saving throw at the end of their turn, or a minute has passed.

Astralfire

Requires a Trident

As a bonus action, empower your trident with all the anger in the astral sea that way it deals fire damage. Creatures that are normal immune to fire damage take half damage, while creatures that resist fire take full damage.

Reckoning Blast

Requires a Trident

As a bonus action, use some of the anger in the astral sea. Until the end of your turn, when you attack with the trident you can shoot small bolts of fire that deal 1d6 + your charisma modifier on hit.

Envoy of Exuberance

Requires a Shield

As a bonus action, send an astral copy of your shield to an ally you can see within 30 feet. They gain a +2 to their AC until the start of their next turn.

Crystal Hibernation

Requires a Shield (2 ep)

As an action create a dome around yourself that block you from all damage types except psychic damage until the start of your next turn. While inside the dome you can spend an amount of hit dice up to your proficiency bonus assuming you have some. You can not move will inside the dome.

PART IV

Legendary Items

Guild War 2 Legendary Weapons

Guild War 2 Legendary Items. This includes The Bifrost (Staff), Bolt (longsword), The Dreamer (shortbow), The Flameseeker Prophecies (shield), Frostfrang (handaxe), Incinerator (dagger), The Juggernaut (Warhammer), Kudzu (Longbow), Kraitkin (trident), Kamohoali'i Kotaki (Spear), Meteorlogicus (Scepter), The Minstrel (Focus), The Moot (Mace), The Predator (Riffle), Quip (Pistol), Sunrise (Greatsword), Twilight (Greatsword), Eternity (Greatsword), Astralaria (Axe), Chuka and Champawat (short bow), Eureka (Mace), The HMS Divinity (Riffle), H.O.P.E. (Pistol), Nevermore (Staff), Sharur (Hammer), The Shining Blade (Short Sword), Shooshadoo (shield), The Binding of Ipos (Focus), Claw of the Khan-Ur (dagger), Xiuquatl (Scepter), Pharus (Longbow), Exordium (Greatsword), Envoy Armor (Heavy, Medium, Light), Ad Infinitum, The Ascension, and Warbringer.

The ones not included are, Frenzy (Harpoon gun), Howler (Warhorn), Rodgort (Torch), Flames of War (Torch), and Verdarach (Warhorn).

The Bifrost

Staff, legendary (requires attunement by a spellcaster)

The Bifrost is a rainbow staff surrounded by an ever glowing rainbow aura, and has crystalline shapes floating around the tip.


Dormant State

  • While holding this staff, the wielder gains a +1 bonus to spell attack rolls.
  • The staff has 8 charges and regains 1d4+1 expended charges daily at dawn.
  • While holding the staff, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability:
    • Color Spray (1 charge)
    • Blur (2 charges)

Awakened State

  • The staff has 12 charges and regains 1d6+2 expended charges daily at dawn.
  • The following spells to the list of spells the staff may be used to cast are added:
    • Hypnotic Pattern (3 charges)
    • Hallucinatory Terrain (4 charges)

Exalted State

  • While holding this staff, the wielder gains a +2 bonus to spell attack rolls, and their spell save DC increases by 1.
  • The staff has 20 charges and regains 1d6+2 expended charges daily at dawn.
  • The following spells to the list of spells the staff may be used to cast are added:
    • Prismatic Spray (7 charges)
    • Prismatic Wall (9 charges)

Bolt

Longsword, legendary (requires attunement)

Bolt is a golden lightning sword with dragons twisting up the blade. While drawn the weapon is surrounded by purple, blue and white lightning.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon. Additionally, a target that is hit with this weapon takes an additional 1d6 lightning damage.
  • The wielder base speed becomes 35 feet per round.

Awakened State

  • The bonus to attack and damage rolls increases to a +2, and the additional damage taken increases to 1d8 lightning damage.
  • The wielder can dash as a bonus action.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • Whenever a creature is struck with a critical hit from Bolt, the target must make a DC 13 Constitution saving throw or become paralyzed.

The Dreamer

Shortbow, legendary (requires attunement by a good a non-evil character)

The Dreamer is an alicorn-styled bow; it has wings on the top, a unicorn's head in the middle, and a tail at the bottom. It also has flowing pastel pink and blue tassels on the top and bottom.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The wielder can cast Animal Friendship through the bow.
  • The wielder also gains advantage on animal handling checks.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • The wielder can cast Find Greater steed through the bow.
  • The wielder's charisma score becomes 20.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The wielder's charisma score becomes 22.

The Flameseeker Prophecies

Armor (shield), legendary (requires attunement)

The Flameseeker Prophecies is a golden shield with a book in the center. While drawn, the book on the front as well as the arm holding it and much of the shield's surface glows blue.


Dormant State

  • While holding the shield, the wielder has a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
  • The wielder reads three times faster then they normally would.
  • The wielder can cast scrying through the shield once per long rest.

Awakened State

  • The bonus to AC increases to a +2.
  • The wielder can read and thoroughly understand any written language.
  • The wielder can cast scrying twice per long rest.

Exalted State

  • The bonus to AC increases to a +3.
  • The wielder gains resistance to physic damage.
  • The wielder cannot be sryed on.

Frostfang

handaxe, legendary (requires attunement)

Frostfang is an icy dragon-headed axe covered in scales. While drawn, the mouth of the dragon chatters and emits a frosty breath.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • Whenever a creature is struck with a critical hit from Frostfang, the target must make a DC 13 Constitution saving throw or lose 10 feet of movement speed.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d6 cold damage.
  • The critical range for the axe becomes 19-20.

Exalted State

  • The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d8 cold damage.
  • The critical range for the axe becomes 18-20.

Incinerator

Dagger, legendary (requires attunement)

Incinerator is a dagger whose blade is made of a flame like that of a welding torch. The blade also emits light when drawn, illuminating the area around the user in dark areas.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The dagger emits dim light in 10 feet radius circle centered on the dagger.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d10 fire damage.
  • As an action the wielder can cast fire bolt dealing 3d10 fire damage.

Exalted State

  • The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d12 fire damage.
  • The fire bolt damage increase to 4d10 fire damage.

The Juggernaut

Warhammer, legendary (requires attunement by a barbarian)

The Juggernaut is a thermometer-like hammer with a golden atlas figurine and an inner tube containing the Vial of Quicksilver used to craft it.


Dormant State

  • The wielder gains a +2 bonus to attack and damage rolls made with this weapon.
  • While ragging you gain resistance to all damage types and cannot be charmed.

Awakened State

  • The bonus to attack and damage rolls increases to a +3.
  • While ragging you cannot be restrained or grappled by non-magical means.

Exalted State

  • The bonus to attack and damage rolls increases to a +4.
  • While ragging as a bonus action you can remove a condition placed on you.

Kudzu

Longbow, legendary (requires attunement)

Kudzu is a green longbow covered in flowers. Its riser consists of a dryad carrying a golden spear with a thistle texture overlay that pulses gold.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 poison damage.

Awakened State

  • The bonus to attack and damage rolls increases to a +2
  • Whenever a creature is struck with Kudzu they must make a DC 10 Constitution or big bright flower begin to grow on the creature giving the wielder advantage on attack roles against the creature.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • When the wielder hits with an attack, they can declare a bramble shot. The target takes an additional 3d8 piercing damage, and they must make a DC 15 Strength saving throw or become restrained by the suddenly sprouting steel-hard thorn brambles that immediately grow from the arrow. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. They cannot use this ability again until the wielder finishes a short or long rest.

Kraitkin

Trident, legendary (requires attunement)

Kraitkin is a krait inspired trident with multiple moving eel heads that spray green bubbles that alternates during the day and night, and small fish dart and twirl around the trident. The trident itself has a light-green trail effect. This effect comes from the green bubbles that are continuously being sprayed from the mouths of the eels.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 poison damage.
  • The wielder's swimming speed becomes equal to their walking speed.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • Once an attack has hit, as a bonus action the wielder can send the eels the trident to bite the target dealing an addition 3d4 piercing damage.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • As an action the wielder can cast poison spray through the trident that deals 4d12 poison damage on a failed Constitution saving throw DC 16.

Kamohoali'i Kotaki

Spear, legendary (requires attunement)

Kamohoali'i Kotaki is a shark spear that has a purple glow on it and leaves a trail of blood in the water as you swim.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The wielder's swimming speed becomes 50 feet.
  • The range of this weapon is 40/120 while under water, and 30/90 when not in water.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • As a bonus action the wielder can dash as a bonus action while underwater.
  • The spear comes back to at the end of your turn.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • Once per day you can summon the spirit of the shark to attack with the spear, dealing an extra 4d4 piercing damage. This ability recharges at dawn.

Meteorlogicus

Scepter, legendary (requires attunement by a spellcaster)

Meteorlogicus is a glowing orrery whose planets and clouds move. Sparkling stars emanate from the center glow.


Dormant State

  • The wielder always knows what plane of existence they are.
  • The scepter has 8 charges and regains 1d4 + 1 expended charges daily at dawn.
  • While holding the scepter, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability:
    • Fog Cloud (1 charge)
    • Earth Tremor (1 charge)

Awakened State

  • The scepter charges increase to a maximum of 12, and it regains 1d6+1 charges at dawn daily.
  • The following spells to the list of spells the scepter may be used to cast are added:
    • Misty Step (2 charges)
    • Daylight (3 charges)

Exalted State

  • The scepter’s charges increase to a maximum of 15, and it regains 1d6+4 charges at dawn daily.
  • The following spells to the list of spells the staff may be used to cast are added:
    • Dimension Door (4 charges)
    • Teleportation Circle (5 charges)
    • Plane Shift (7 charges)
  • While holding this scepter, the wielder gains a +1 bonus to spell attack rolls, and their spell save DC increases by 1.

The Minstrel

Focus, legendary (requires attunement by a bard)

The Minstrel is a golden rooster harp. While stowed, faint music notes float away from the focus. While drawn, a purple aura appears and large musical notes float away from the focus.


Dormant State

  • While playing this harp, the wielder has advantage on performance checks.
  • Whenever the Bardic Inspiration feature is used, the wielder gains advantage on attacks until the end of their turn.

Awakened State

  • While holding this harp, the wielder gains a +1 bonus to spell attack rolls, and their spell save DC increases by 1.
  • Whenever the wielder uses their Cutting Words feature while wielding this harp, the target has disadvantage on their next saving throw.

Exalted State

  • While wielding this harp, the wielder's charisma becomes 22.
  • While wielding this harp, whenever a vocal spell is casted the dice used cannot be less then half the max total.

The Moot

Mace, legendary (requires attunement)

The Moot is a mace with a disco ball as its head. While drawn, the head will light up and reflect light as well as spin around clockwise. Additionally, the three figures start rotating, the trumpets animate and spray confetti, and red, yellow, and blue lights appear in the circular section near the base.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • Whenever a creature is struck with a critical hit from The Moot, must make a DC 13 Wisdom saving throw or start dancing until the end of the targets next turn.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d6 psychic damage.
  • The wielder gains proficiency in performance skill.

Exalted State

  • The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d8 psychic damage.
  • The DC to resist dancing from a critical hit increases to 15.
  • Once per day the wielder can cast Power Word Heal through the mace.

The Predator

Riffle, legendary (requires attunement)

The Predator is a fiery sniper-rifle-esque rifle skin with a charr head that breathes fire when drawn.


Dormant State

  • The Predator has a base damage of 1d12 + Dex Modifier force damage, with a range of (200/800).
  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The gun never seems to run out of ammo.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d4 fire damage.
  • As an action the wielder can cast fireball as a 5th level spell once per day (10d6 fire damage), with a DC of 13.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The fireball casted through the riffle is now 9th level (14d6 fire damage)
  • Fire damage from this riffle cannot be reduced.

Quip

Pistol, legendary (requires attunement)

Quip is a pistol that resembles a toy party favor.


Dormant State

  • Quip has a base damage of 1d10 + Dex Modifier force damage, with a range of (100/400).
  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The gun never seems to run out of ammo.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d6 physic damage.
  • If someone were to try to remove the weapon from the user they must make a Wisdom saving throw DC 17 or think the gun is a party toy.

Exalted State

  • The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d8 psychic damage.
  • The Wisdom saving throw to remove the weapon increases to 19.
  • Physic damage from this pistol cannot be reduced.

Sunrise

Greatsword, legendary (requires attunement by a Lawful Good character)

Sunrise is an angelic greatsword whose blade can best be described as a window into the morning sky. The blade's edge is a painterly design whose texture shifts and rotates. Moving or swinging the blade leaves a painterly afterimage that also acts as a window into the morning sky. While drawn, the blade is surrounded with a soft aura that reflects its color; and white sparkles pop off the blade.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • As a bonus action the wielder can light up the sword bright light for 40 feet and dim light for another 40 feet.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 radiant damage.
  • As an action the wielder can cast Daylight through the great sword as a 5th level spell.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The radiant damage dealt by attacks with this weapon increases to 1d6.
  • When attacking a evil nature, the sword deals an 2d6 radiant damage.
  • Radiant damage from this sword cannot be reduced.

Twilight

Greatsword, legendary (requires attunement by a Lawful Evil character)

Twilight is a demonic greatsword whose blade can best be described as a window into space. The blade's edge is a painterly design whose texture shifts and rotates. Moving or swinging the blade leaves a painterly afterimage that also acts as a window into space. While drawn, the blade is surrounded with a soft aura that reflects its color; and white sparkles pop off the blade.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The wielder of the greatsword gains advantage on stealth rolls.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 necrotic damage.
  • As an action the wielder can cast Darkness through the great sword as a 5th level spell.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The necrotic damage dealt by attacks with this weapon increases to 1d6.
  • When attacking a good nature, the sword deals an 2d6 necrotic damage.
  • Necrotic damage from this sword cannot be reduced.

Eternity

Greatsword, legendary (requires attunement by a Lawful character)

Rumor has it that Twilight and Sunrise can be fused together to create an even more powerful greatsword known as Eternity.


Dormant State

  • The wielder gains a +2 bonus to attack and damage rolls made with this weapon.
  • The wielder of the greatsword gains advantage on stealth rolls.
  • As a bonus action the wielder can light up the sword bright light for 40 feet and dim light for another 40 feet.
  • The wielder of the sword also knows what time of day it is.

Awakened State

  • The bonus to attack and damage rolls increases to a +3. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d6 radiant or necrotic damage.
  • As an action the wielder can cast Daylight or Darkness through the great sword as a 5th level spell.

Exalted State

  • The bonus to attack and damage rolls increases to a +4.
  • The radiant or necrotic damage dealt by attacks with this weapon increases to 1d8.
  • When attacking a evil nature, the sword deals an 2d8 radiant damage.
  • When attacking a good nature, the sword deals an 2d8 necrotic damage.
  • The radiant and necrotic damage from this sword cannot be reduced.

Astralaria

Handaxe, legendary (requires attunement)

Astralaria is an iridescent axe that features the effects of stars and constellations in the night sky seeping into the world, a rotating armillary and a sextant with a moving arm on the pommel.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon. In addition, targets damaged with this weapon take an additional 1d6 points of force damage.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • The handaxe has 6 charges and regains 1d4 expended charges daily at nightfall
  • While holding the staff, the wielder can expend one charge to cast moonbeam at 2nd level, DC is 15.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The force damage dealt by attacks with this weapon increases to 1d8.
  • When a shapechanger is struck by this weapon it instantly reverts to its original form and can’t assume a different form until the end of their next turn.

Chuka and Champawat

Shortbow, legendary (requires attunement)

Chuka and Champawat is a tiger-themed shortbow, sporting an intricate design with a red and gold color scheme. The grip of the bow is decorated by a glowing red tear-shaped orb, framed by two symmetrically positioned rearing gilded red-eyed tigers, both facing the outer tips of the bow. The tails of the tigers are intertwined below the gemstone and are above the wielder's hand when the weapon is drawn. Both upper and lower limb of the bow are primarily covered by red, slightly curved wood ornaments, which emit a faint black and red aura.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The wielder also gains advantage on survival and stealth checks in savannah and jungle areas.

Awakened State

  • The bonus to attack and damage rolls increases to a +2. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 poison damage.
  • Once per day the wield can summon a Tiger to fight with in battle.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The poison damage dealt by attacks with this weapon increases to 1d6.
  • When the wielder summons the tiger to battle it takes the stats of a Saber-Toothed Tiger.

Eureka

Mace, legendary (requires attunement)

Eureka is an interesting mace that makes the user Brains and Bronze stronger while at the same time making the target dumb.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon. In addition, targets damaged with this weapon take an additional 1d4 points of force damage.
  • The wielder gains a +2 to intelligence.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • Whenever Eureka damages a living creature, that creature must roll a Intelligence saving throw (DC 12). On a failed save, Eureka drains one point from the creature's Intelligence score and transfers it to the wielder (increasing to a maximum of 25 Intelligence) until the next short rest or long rest. Creatures brought to 3 or lower intelligence by this weapon cannot cast spells.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The force damage dealt by attacks with this weapon increases to 1d6.
  • The DC for the saving throw increases to 14.
  • When the target of the attack is concentrating on a spell they have disadvantage on maintaining it until the end of there next turn.

The HMS Divinity

Riffle, legendary (requires attunement)

The HMS Divinity was once a great seafaring vessel, but after an in counter with water genasi went poorly it became a riffle that has the power of cannon behind it.


Dormant State

  • The HMS Divinity has a base damage of 1d12 + Dex Modifier force damage, with a range of (200/800).
  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • The Wielder swim speed becomes the same of their races base walking speed.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • When the wielder hits with an attack, they can declare a cannon shot. The target takes an additional 8d10 force damage, and they must make a DC 15 Constitution saving throw or be knocked prone. They cannot use this ability again until they finish a short rest.

Exalted State

  • The bonus to attack and damage rolls increases to a +3. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 fire damage.
  • The wielder can use the cannon shot ability twice between rests.

H.O.P.E.

Pistol, legendary (requires attunement)

The Highly Optimised Poison Emitter, also know as HOPE infuses it's ammo with deadly poison.


Dormant State

  • HOPE has a base damage of 1d4 + Dex Modifier force damage, with a range of (100/400).
  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d8 poison damage.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • The poison damage dealt by attacks with this weapon increases to 1d10.
  • Whenever HOPE damages a living creature, that creature must roll a Constitution saving throw (DC 12). On a failed save, they become Poisoned.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The poison damage dealt by attacks with this weapon increases to 1d12.
  • If the target creature is poisoned they take an additional 2d6 poison damage.

Nevermore

Staff, legendary (requires attunement by a spellcaster)

Nevermore is a rune-inscribed raven staff. While stowed, three glowing cyan orbs float among the branches of the staff; and an animated raven is perched on the center branch. While drawn, the cyan orbs and raven are replaced by a spirit raven that encompasses the staff.


Dormant State

  • The staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn.
  • While holding the staff, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability:
    • Ray of Sickness (1 charge)
    • Darkness (2 charges)
    • Crown of Madness (2 charges)

Awakened State

  • The staff’s charges increase to a maximum of 12, and it regains 1d6+2 charges at dawn daily.
  • The following spells to the list of spells the staff may be used to cast are added:
    • Fear (3 charges)
    • Fly (3 charges)
    • Negative Energy Flood (5 charges)
  • Whenever a spell that deals necrotic or physic damage is cast and the wielder rolls a 1 on a damage die, they can reroll the die and must use the new result.

Exalted State

  • The staff’s charges increase to a maximum of 20, and it regains 1d6+4 charges at dawn daily.
  • The following spells to the list of spells the staff may be used to cast are added:
    • Harm (6 charges)
    • Power Word Kill (15 charges)
  • While holding this staff, the wielder gains a +1 bonus to spell attack rolls, and their spell save DC increases by 1.

Sharur

Warhammer, legendary (requires attunement)

Sharur was once made by an ancient advanced sunken civilization. During the day it has a pure white glow. While at night the shaft's appearance has a coral looking pattern and the hammer has become darker.


Dormant State

  • The wielder gains a +2 bonus to attack and damage rolls made with this weapon.
  • When the wielder scores a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Awakened State

  • The bonus to attack and damage rolls increases to a +3.
  • The wielder cannot be blinded by normal means.
  • The wielder can cast Comprehend Languages on themselves once per long rest.

Exalted State

  • The bonus to attack and damage rolls increases to a +4.
  • During the day the wielder can cast Daylight at 3rd level once per long rest.
  • During the night the wielder can cast Darkness at 3rd level once per long rest.
  • The wielder can now cast Create or Destroy Water once per long rest.

Shining Blade

Short Sword, legendary (requires attunement)

The sword was named The Shining Blade, after the elite force that once protect a nations royal family. However it also seems be a weapon made to slay holy or demonic creatures.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • Once per day the wielder can cast Zone of Truth DC 13.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • The DC for Zone of Truth is now 15.
  • The base damage of the sword increases to a 1d10.
  • The wielder also gains True Sight to 30 feet.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The DC for Zone of Truth is now 17.
  • While attacking any holy or demonic being the sword does an extra 3d6 slashing damage.

Shooshadoo

Armor (shield), legendary (requires attunement by a non-evil character)

This unusual shield is forged to look like a giant bowl that has a spirit of a quaggan in it. Why anyone would put a quaggan spirit in the shield is just as big of mystery as who made the shield.


Dormant State

  • While holding the shield, the wielder has a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
  • The Quaggan spirit in the shield will translate aquan for you.

Awakened State

  • The bonus to AC increases to a +2.
  • The wielder can breath underwater.
  • The wielder can swim their normal walking speed underwater.
  • The Quaggan spirit can ritual cast Create or Destroy Water at 1st level.

Exalted State

  • The bonus to AC increases to a +3.
  • The Quaggan spirit in the shield will warn you of danger it sees while you sleep.
  • The Quaggan spirit in the shield can cast Control Water or Watery Sphere, both with a DC 15.

The Binding of Ipos

Wondrous Item, legendary (requires attunement by an evil spellcaster)

The Binding of Ipos is a demonic tome. The cover is aged leather adorned with an oval frame with purple demonic runes at the center of which is a purple eye with a yellow iris that moves around as it observes its surroundings. On each of the four corners of the book are decorative metallic demonic hands with three clawed fingers and a thumb. After attunement, the wielder's right hand becomes demonic looking.


Dormant State

  • While carrying the tome, you understand the abyssal language.
  • If your right hand is empty, you can use action to attack with your demonic hand. It deals 1d6 + Your Spellcasting modifier necrotic damage.
  • The book has 6 charges and regains 1d4 + 1 expended charges daily at nightfall.
  • While holding the book, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability:
    • Inflict Wounds (1 charge)
    • Ray of Enfeeblement (2 charges)

Awakened State

  • The book’s charges increase to a maximum of 10, and it regains 1d6+1 charges at nightfall.
  • The following spells to the list of spells the staff may be used to cast are added:
    • Vampiric Touch (3 charges)
    • Speak with Dead (3 charges)
    • Shadow of Moil (4 charges)

Exalted State

  • The book’s charges increase to a maximum of 18, and it regains 1d8+1 charges at nightfall.
  • The following spells to the list of spells the staff may be used to cast are added:
    • Circle of Death (6 charges)
    • Finger of Death (7 charges)
  • While holding this book, the wielder gains a +1 bonus to spell attack rolls, and their spell save DC increases by 1.
  • Your demonic hand now does 1d8 necrotic damage.

Claw of the Khan-Ur

Dagger, Legendary (requires attunement)

The Claw of the Khan-Ur is an ancient artifact of a beast like race. It is a symbol of this races unity, signifying the last time when they were fully united. It is an ungue, a four-bladed weapon with a central grip, having two blades above and two blades below the handle. The Claw's handle is made out of gold, with four gems set at the base of each handle; red, black, gray, and gold, for each of the children of the first Khan-Ur


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • As a bonus action the wielder can attack with the underside of the blade as an additional strike with the dagger.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • The daggers damage now has base damage of 1d6 rather then 1d4. (For both sides of the blade)

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • As an action the wielder can cast one of the following cantrips through the dagger:
    • Fire Bolt (3d10 fire damage)
    • Minor Illusion
    • Primal Savagery (The dagger damage increases to 2d10 until until the end of the attack.)
    • Mending

Xiuquatl

Scepter, Legendary (requires attunement by a spell caster)

Xiuquatl was crafted for an ancient civilization that worshiped some type of flying snake deity. The scepter is made to look like a obelisk that two snakes curl around


Dormant State

  • After attunement the caster learns how to cast Find Familiar. The Familiar takes the shape of a small flying snake, but has the stats of an imp.
  • You know how to cast poison spray as an action, the DC equals your spell DC. If you already know the cantrip the damage increase by 1d12.
  • You know how to cast Fire Bolt as an action, if you already know the cantrip the damage increase by 1d12.

Awakened State

  • After atunement you learn how to cast Dragon's Breath at 3rd level (4d6) on yourself once per long rest. It can only be poison or fire, rather then the other damage types.

Exalted State

  • While holding the scepter, the wielder gains a +1 bonus to spell attack roles, and their spell save DC increases by 1.
  • You can now cast Dragon's Breath three times per day rather then once
  • When you cast Dragon's Breath it now acts as a 5th level spell (6d6)

Pharus

Longbow, Legendary (requires attunement)

Pharus was once wielded by a power Archangel that somehow found it way to the material plane. Some say that the same Archangel is still waiting for the day that worthy mortal wields the bow in battle.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • Additionally as a free action the wielder can make the damage radiant for any non-magical arrows fired using this weapon.

Awakened State

  • The bonus to attack and damage rolls increases to a +2
  • Non-magical arrows fired from this bow now deal 1d12 damage.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • Once every 7 days as an action the wielder can summon a Deva to fight along side them in battle. The Deva will attack any hostile target you command it to attack. Once the battle has ended the Deva will disappear in flash of blinding white and gold light.

Exordium

Greatsword, Legendary (requires attunement)

Exordium is a mysterious blade made from a unique crystal renaissance and magical metal blends that are not commonly found on the material plane. Legend says it can take forms based on its wielder's need, taking on a different Shape when when thrown, thrusted, stabbed, or slammed into a target.


Dormant State

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
  • After attunement the wielder can change the blade to any form of two handed weapon. (It still does 2d6 worth of damage no matter the form)
  • Additionally as a free action the wielder can make the blade deal thunder damage rather then slashing.

Awakened State

  • The bonus to attack and damage rolls increases to a +2.
  • The wielder gains resistance to thunder damage.
  • The blade now does 3d6 worth of damage rather then 2d6.

Exalted State

  • The bonus to attack and damage rolls increases to a +3.
  • The blade now does 4d6 worth of damage rather then 3d6.
  • While attuned the wielder can get a +2 to their Strength or Dexterity stats.

Legendary Armor

Metal Envoy Armor

Armor (Plate), Legendary (requires attunement)

This metallic armor never dulls, rust, and erodes, however it always gives of a ghostly steam.


Dormant State

  • The wearer gains a +1 bonus to AC while wearing this armor.
  • The wear has advantage on death saving throws.

Awakened State

  • The bonus to AC from this armor increases to a +2.
  • While wearing this armor all metal weapons wielded by the wear are considered magical.

Exalted State

  • The bonus to AC from this armor increases to a +3.
  • The wear gains resistance to bludgeoning, piercing and slashing damage.

Scaled Envoy Armor

Armor (Scale Mail), Legendary (requires attunement)

The scales of this armor seem to be made from a long dead ancient powerful Dracolich. .


Dormant State

  • The wearer gains a +1 bonus to AC while wearing this armor.
  • The wear has advantage on death saving throws.

Awakened State

  • The bonus to AC from this armor increases to a +2.
  • The armor doesn't cause disadvantage on stealth checks.
  • The wear gains immunity to being Feared.

Exalted State

  • The bonus to AC from this armor increases to a +3.
  • As an action the wear can use Frightful Presence like a Dragon, DC 18 Wisdom saving throw.

Leather Envoy Armor

Armor (Studded Leather), Legendary (requires attunement)

The crystal studs in the armor seem to radiate physic energy. While at the same time they seem to have a necrotic aura.


Dormant State

  • The wearer gains a +1 bonus to AC while wearing this armor.
  • The wear has advantage on death saving throws.

Awakened State

  • The bonus to AC from this armor increases to a +2.
  • When struck by a melee attack, the wearer may use their reaction to cause the attacker to suffer 1d6 points of magical piercing damage.

Exalted State

  • The bonus to AC from this armor increases to a +3.
  • The wear gains resistance to physic damage.

Legendary Back Items

Ad Infinitum

Wondrous Item (Wings), Legendary (requires attunement)

While stowed the wings look like a the hilts of two long swords sticking out of the wears back. They expand into a metal claw wings that don't attach to one another, rather they float in a wing like pattern.


Dormant State

  • As an action the wearer can activate the wings, giving them a fly speed of half there walking speed.
  • The wearer also gains a +1 in intelligence.

Awakened State

  • Now the wearer can activate the wings as a bonus action, and their fly speed is the same their walking speed.
  • While flying the wearer doesn't provoke an opportunity attack.

Exalted State

  • Now the wearer can activate the wings as a reaction, and their fly speed is double their walking speed.
  • While the wings are active, you may use your bonus action to slash at a target dealing 2d6 + dexterity modifier slashing damage. You are considered proficient with this Dex based attack.

The Ascension

Wondrous Item (Wings), Legendary (requires attunement)

These bird like wings are made of a fine enchanted gold and glass. These wings fold in a way that makes them look a shield on the wears back.


Dormant State

  • As an action the wearer can expand the wings, giving you the affect of spell Feather Fall.
  • The wearer also gains a +1 in charisma.

Awakened State

  • Now the wearer can expand the wings as a bonus action, and they have a fly speed equal to half their walking speed.
  • The wearer has advantage on all Persuasion checks.

Exalted State

  • Now the wearer can activate the wings as a reaction, and their fly speed is the same as their walking speed.
  • The wearer gains resistance to radiant damage.

Warbringer

Wondrous Item (Back), Legendary (requires attunement)

This back item was once worn by a great commander. Upon the commander's death he or she reviled that the pack was the reason they were a good commander.


Dormant State

  • The wearer can store up to five weapons on the pack the can be grabbed as bonus action.
  • The wearer also gains a +1 in strength and dexterity.
  • While wearing this pack the wearer learns how to speck telepathically with their allies, as long as they are with in sight.

Awakened State

  • The wear gains resistance to fire damage.
  • The wear has advantage on all intimidation checks.
  • As a bonus action the wear can command any ally they can see to use their reaction to make another attack.

Exalted State

  • The wearer gains a fly speed of 30 feet.
  • If the wearer is knocked unconscious by an attack or spell, a blast of healing flame surrounds them. The wearer immediately regains 5 hit points and is lifted to their feet. All enemy creatures within 10 feet of the wearer must make a Dex saving throw DC 18. They suffer 6d6 fire damage (half if succeeded) . The wearer cannot use this ability again until they finish a long rest.

Legendary Trinkets

Aurora

Wondrous Item, Legendary (requires attunement)

After attunement this item will take the shape of a golden amulet, ring or another type of wearable trinket. No matter what form it takes it always has four small pearls depicted in the center.


Dormant State

  • One of the small orbs on the trinket projects a celestial body giving you a +1 to any stat of your choice.
  • You always know what plane of existence you are in.

Awakened State

  • Another orb activates giving you another +1 to any stat of your choice.
  • You can cast misty step a number of times equal to your intelligence modifier (minimum of 1, maximum of 5) per long rest.

Exalted State

  • The other two orbs activate giving you a total of four +1 to any stat of your choice.
  • You learn how to cast plane shift once per long rest.

Coalescence

Wondrous Item, Legendary (requires attunement)

Not much is known about this legendary item besides that after attunement, this item will take the shape of a amulet, ring or another type of wearable trinket. No matter what form it takes it has a blood red ruby that seems to burn a chafe any skin as it writhes on your body, furiously hissing.


Dormant State

  • You become proficient in intimidation, if you are already proficient you may double your proficiency bonus.
  • While wearing it, you can rage like a Barbarian once per day. This rage can last a maximum of 1 minute.

Awakened State

  • While you are raging a fourth of the damage you deal regain as hit points
  • Your eyes always have a red hue to them.

Exalted State

  • You can now rage like a Barbarian twice per day. These rages have no longer have a time limit.

Vision

Wondrous Item, Legendary (requires attunement)

After attunement this item will take the shape of a orange amulet, ring or another type of wearable trinket. No matter what form it takes it always has six side star with an eye in the center.


Dormant State

  • Once attuned the wearer gains advantage to all perception checks.
  • The wear also gains Superior Darkvision, a range of 120 feet.

Awakened State

  • The wearer gains a +1 to all To Hit rolls.
  • The wearer gains Blindsight to 120 feet.

Exalted State

  • The wear can cast the Scrying spell through the trinket once a day, the spell has a DC of 17.
  • The wearer gains True sight to 60 feet.
 

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