Final Fatassy: A Setting Document for ED&D

by storymaker

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Final Fatassy

Foreword

None of the art in this book is of my creation. This document is a passion project of mine, and any art provided is just meant to liven up otherwise dull text in the document. If any artist has any issue with my using any of their art in these books, simply reach out to me to let me know, and I will be happy to remove or replace any art as desired.

Introduction

This book is intended to serve as an ExpanD&D Supplement, adding additional content to help make the Final Fantasy XIV D&D Compendium for 5e (and by extension Final Fantasy in general) more compatible with ED&D content. For the core mechanics of ED&D, please see the ExpanD&D Revised document.

Table Of Contents

PART I

Races

Fatty Fantasy Races

The first step is to help out the Final Fantasy races in their descent into heedless gluttony. To that end, provided below are additional rules for the races of Final Fantasy listed in the FFXIV Compendium.

Fatty Abilities

Au Ra(Xaela)-Aggressive Eater

You can add your Strength modifier in addition to your Constitution modifier for Eating checks and to determine Stomach Capacity.

Au Ra(Raen)-Charismatic Feeder

When you take the Force-Feeding Action, you can use your Charisma modifier with your Athletics proficiency rather than your Strength modifier for the roll.

Elezen-Metabolic Control

Elezen have somewhat more control over their physiology than most races. During a long rest, an Elezen can add or remove exercise points to their metabolism up to their proficiency bonus.

Garlean-Natural Glutton

Garleans are culturally insatiable creatures, and take just as well to food as anything else. You have proficiency in the Eating skill.

Hrothgar-Voracious Predator

As an Action, you can force a character with less hit points than your Character Level + your Constitution modifier to make a Strength Saving throw (DC 8 + your Proficiency bonus + your Constitution modifier). On a failure, you swallow them whole.

A creature you swallow in this way begins suffocating and is blinded, restrained, and incapacitated while in your stomach, and the creature contributes 1/10th of its weight for the purpose of determining your fullness. If you fall to 0 hit points while you have a creature in your stomach, it is neither restrained nor incapacitated and can exit your body using 5 feet of movement, ending the blindness. If a creature falls to 0 hit points in your stomach, they turn into into an amount of Fatty food equal to 1/10th their total weight. Any edible items are immediately consumed with the creature, and activate their effects on you. Any inedible items are coughed up on your next short or long rest.

Once you use this feature, you cannot do so again until you finish a long rest.

Hyur(Midlander)-Impressive Capacity

Midlander Hyur count as one size larger than normal when determining Stomach capacity, but not exercise requirements or any other factors.

Hyur(Highlander)-Natural Musculature

Highlander Hyur build muscle naturally quickly, and can convert up to double the normal amount of fat they would gain into muscle over the course of a long rest.

Lalafell(Plainsfolk&Dunefolk)-Food Cunning

You have advantage on saving throws made to resist eating food involuntarily.

Lalafell(Norvrandt Dwarf)-Heavy Hauler

Your movement speed is not reduced by being Impeded.

Miqo'te-Lazy Glutton

If you do not move on your turn, your can use your bonus action to instantly digest a number of pounds of food in your stomach up to your Proficiency bonus, adding them to your Diet points for the day and releasing a burst of gas that imposes disadvantage on attack rolls made by enemies within 5 feet of you until the start of your next turn. You can do this a number of times equal to your Constitution modifier, regaining expended uses at the end of a long rest.

Roegadyn-Competetive Eating

Whenever you roll to stuff yourself, the amount you increase your stomach capacity by increases by 1 for each ally you can see wtithin 30 feet (to a maximum of +5).

Viera-Ravenous Eaters

The amount of food you can eat in a single Eating action is doubled.

PART II

Heroes

Arcanist

Flanmaster

2nd level

6th level

10th level

14th level

Astrologian

Bonereader

2nd level

6th level

10th level

14th level

Bard

College of Cupid's Arrow

Bonus Proficiencies

3rd level

6th level

14th level

Black Mage

Lipo Destroyer

Expanded Spell List

2nd level

6th level

10th level

14th level

Blue Mage

Monstrous Culinarian

1st level

3rd level

6th level

10th level

14th level

Dancer

Belly Dancer

3rd level

6th level

11th level

15th level

Dark Knight

Dark Lipomancer

3rd level

6th level

11th level

17th level

Dragoon

Dragon Girth

3rd level

7th level

11th level

15th level

Gunbreaker

Barrel Style

The Barrel Style is a relatively recent innovation in the art of the Gunbreaker, devoted to reinforcing the idea of the wielder as the bulwark between their allies and danger, specifically by using the aetheric charge of the Gunblade's shells to reinforce the wielder themselves, turning the energies of a munitions discharge inward as well as outward. This surfeit of additional aether is not always good for the waistline, of course.

Lipomantic Chamber

Beginning at 3rd level, you have augmented your Gunblade's chamber to siphon off some of the excess energy of munition detonation into your own body, reinforcing your durability when you fire the weapon.

Whenever you expend Munitions charges, you may choose to roll 1d10 for each Munition charge expended. You fatten and gain Temporary Hit points equal to the result. You can use this feature a number of times equal to your Proficiency bonus, regaining expended uses on a short or long rest.

Engorging Shell

Beginning at 6th level, you've also learned to turn the lipomantic energies of your gunblade outward as well as inward to debilitate and disorientate your opponents.

Whenever you deal damage to an opponent with your Gunner Shot or Burst Strike features, you can expend an additional Munitions charge to cause any affected targets to fatten for twice the damage they took from the attack. This feature can also be used with any abilities that replace Gunner Shot or Burst Strike, such as Blasting Zone or Sonic Breaker.

When a creature is fattened this way, until the end of their next turn their movement speed is halved and attack rolls they make are made with disadvantage, as they adjust to their new weight.

Ballistic Interjection

Beginning at 10th level, whenever an ally of yours is targeted by an attack roll while they are within a distance of you equal to your movement speed, you can interpose yourself between them and the attack by launching yourself with your Gunblade as a Reaction.

When you do so, you expend two Munitions charges and move up to your speed in a straight line toward your ally, halting in a space adjacent to them. If you cannot make this movement due to an obstruction, the attempt fails and you halt at the obstruction. Upon arriving in the space adjacent to your ally, you trade positions with them, becoming the new target of the attack that been aimed at them.

Sympathetic Feedback

At 14th level, you have learned to channel the fury of your Lipomantic chamber in both directions, using your aetheric shells not only to enhance your body, but your body to enhance your aetheric shells.

Whenever you use your Engorging Shell feature, affected targets take an additional amount of damage equal to your Constitution modifier. Additionally, each affected target must make a Constitution saving throw or suffer the Deprotect status until the end of your next turn.

Gunmetal Gut

At 20th level, your Aetheric density allows you incredible feats of bodily resilience. You are immune to damage caused by overeating, though you still can't willingly force yourself to eat more than your stuffing limit. Additionally, you are immune to the Poisoned and Stunned conditions, and any critical hit against you counts as a normal hit instead.

Machinist

Fat Armorer

Ever at the forefront of the innovative movement that places power in the hands of the common man, it would not be long before the Machinists would adapt to the development of Lipomancy by incorporating it into their art, creating suits of Aetherically powered armor that take advantage of the additional energy that lipomancy can provide, as well as supporting the inevitable girth of those who practice the art.

Aetheric Armor

Beginning at 3rd level, you gain proficiency with medium and heavy armor.

Additionally, over the course of a long rest, you can modify a suit of armor to become your Aetheric Armor, affixing it with various pieces of technology. While worn, your Aetheric Armor provides the following bonuses:

  • If the armor normally has a Strength requirement, the aetheric armor lacks this requirement for you.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.
  • You may use your Intelligence instead of your Strength for calculating your Bulk Limit, Carrying capacity, and Push/drag/lift limits.
  • You may use your Intelligence modifier instead of your Strength for Strength Ability checks, as well as to calculate your jump height and distance.

You can only have one suit of Aetheric Armor at a time. If you create a second suit, the first suit becomes inert, reverting to its previous state.

Armor Pattern

You can customize your Aetheric Armor. When you do so, choose one of the following armor models: Sweeper or Dominator. The model you choose gives you special benefits while you wear it.

Some models may include special weapons. When you attack with these weapons, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor’s model whenever you finish a short or long rest, provided you have you have your artisan's tools in hand.

Sweeper

You design your armor to clear the way for your allies, specializing in wide-area munitions.

Lipomantic Auto-Crossbow. As an Action, you spray a barrage of lipomantically-charged crossbow bolts across a 30-foot cone originating from you. Each creature of your choice within the area must make a Dexterity Saving throw or suffer piercing damage equal to 1d8 plus your Intelligence modifier. Affected targets also fatten for twice the damage they take.

You may use this feature a number of times equal to your Intelligence modifier, regaining expended uses on a short or long rest.

The damage dealt increases by 1d8 at 6th level (2d8), 11th level (3d8), and 17th level (4d8)

Hypercharge. As a bonus action, you cause the Sweeper armor to overclock with Lipomantic energies, empowering your attacks and flooding your body with power. When you do so, and at the start of each of your turns while the effect is active, you fatten equal to twice your machinist level. While this feature is active, your weapon attacks explode with Lipomantic power, bursting out from your primary targets. Whenever you hit a creature with a weapon attack, each creature of your choice within 5 feet of them takes force damage equal to your Intelligence modifier (minimum 1). Both your primary target and any additional creatures affected fatten for twice the damage they were dealt by the attack.

This effect lasts for a minute, or until you use a bonus action to end the effects early. Once used, this feature can't be used again until you finish a long rest.

Dominator

You design your armor to be controlling master of the battlefield, outlasting and debilitating your enemies.

Lipomantic Cannon. A Lipomantically powered cannon is mounted on one of the shoulders of the armor, or on one of the arms (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Targets hit with the cannon fatten for twice the damage dealt. Once per turn, you can choose to inflict your choice of Debrave or Deprotect on a struck target until the end of your next turn.

The damage dealt increases by 1d6 at 6th level (2d6), 11th level (3d6), and 17th level (4d6).

Reassemble. As a bonus action, you can cause the Dominator suit to activate its auto-reassembly system, restoring damage dealt to itself and to you. You recover hit points and fatten for an amount equal to 1d10 + your Machinist level. Once used, this feature cannot be used again until you complete a short or long rest.

Anchor points

At 6th level, you have developed strong Anchor Points in the legs of your Aetheric Armor, allowing you to walk up and down walls and even upside down on ceilings without requiring an ability check while wearing it, though doing so counts as moving through difficult terrain for you. A minute of movement using this feature generates 1 exercise point for your metabolism.

Structural Integrity

Starting at 11th level, while wearing your Aetheric Armor, your Bulk limit, as well as your carrying capacity and the weight you can push, lift, or drag, are doubled.

Additionally, when you would take damage, you can use your reaction to trigger a lipomantic barrier. You immediately gain 10 temporary hit points per Machinist level, slimming for an equal amount. These hit points take as much of the triggering damage as possible and persist for a number of your turns equal to your Intelligence modifier (minimum 1) before disappearing at the end of the last of your turns of the duration.

Once used, this feature cannot be used again until you finish a long rest.

Armor Overdrive

At 17th level, gains additional benefits based on its pattern, as shown below.

Sweeper - Bioblaster

Whenever a creature is damaged by your Lipomantic Auto-Crossbow or an attack while your Hypercharge feature is active, they must make a Constitution saving throw as the energies of your suit attempts to unbalance their biology.

On a failure, the weight the target would have gained from the damage they took is doubled, and they suffer one of the following conditions until the end of your next turn: Bloated, Inflated, Overblown, Ravenous, Waterlogged, Debrave, Defaith, Deprotect, or Deshell.

Dominator - Pile Bunker

On one of your suit's arms you have attached a Pile Bunker weapon designed to punch through enemy armor with a Lipomantic explosive charge. It counts as a simple melee weapon and deals 4d10 Piercing and 4d10 Fire damage on a hit, fattening targets for twice the damage dealt. Targets struck by the weapon also suffer the Deprotect status until the end of your next turn.

After attacking with this weapon, it requires time to cool down, and cannot be used again on the same round or the round after.

Monk

Way of Manderville

3rd level

6th level

11th level

17th level

Paladin

Oath of the Fat Chocobo

Tenets of the Fat Chocobo

Oath Spells

Channel Divinity

7th level

15th level

20th level

Reaper

All-Consuming Scythe

3rd level

7th level

11th level

15th level

Red Mage

Artful Fattener

2nd level

6th level

10th level

14th level

Rogue

Sumo-nin

3rd level

9th level

13th level

17th level

Samurai

Debu Style

A full, welcoming form belies the skill of the wielder, and hides an iron defense underneath. The swordsmen of the Debu style believe in absorbing the enemy's offense behind a pliable barrier of flesh, negating their momentum before striking back.

Hissatsu: Uneri

Beginning at 3rd level, when a creature hits you with a weapon attack, you may spend one Sen as a reaction to gain resistance to the triggering attack's damage. You fatten for the remaining damage taken this way.

Gluttonous Swordsman

At 6th level, you have mastered glutting yourself to capacity before every battle. You gain expertise in the Eating skill, and your base stomach capacity is doubled.

Countermand

At 10th level, your defense opens the way for a crushing offense. When you use your Hissatsu: Uneri ability to reduce the damage of an attack from a creature within melee range, you may spend up to 2 additional Sen to make a number of Melee Weapon attacks against them equal to the extra Sen spent.

Fattened Sen

At 14th level, whenever you roll initiative with at least half of your stomach capacity filled, you gain 2 Sen charges. If you are full or overfull, you gain 3.

Warrior

The Beast of Devouring

3rd level

6th level

10th level

14th level

White mage

Lipo Healer

Expanded Spell List

2nd level

6th level

10th level

14th level

New Equipment

Gil

Equipment in this book will be measured in Gil. In DnD terms, treat Gil as copper pieces.

Armor

Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
gp
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
gp
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -

New Armor Properties

New Armor Descriptions

Weapons Table

Simple Melee Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Simple Ranged Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Martial Melee Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Martial Ranged Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties

New Weapon Damage Types

New Weapon Properties

New Weapon Descriptions

Adventuring Gear

Name Cost Weight Effect
Potion 70 gil 1 Heals 1d4 on consumption

New Item Descriptions

Potion. The weakest of healing potions, this healing beverage restores 1d4 hit points upon consumption.

Potion Names

Within the realms of the Final Fantasy settings, healing potions are known by a variety of names that are all variants of the core name Potion. The regular Potion is a new item in this book, but the existing 5e Healing potions can also fit within this hierarchy. You can rename the potions in the setting as follows:

Potion of Healing: Hi-Potion

Potion of Greater Healing: Mega Potion

Potion of Superior Healing: X-Potion

Potion of Supreme Healing: Elixir

PART III

Magic

Class Spell Lists

Spells that exist in the other ED&D books that are being added to these classes are bolded. Spells that were created for this document can also be found in the New Spells column.

New Spells

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Arcanist

Cantrips (0 level)
1st level
2nd level
3rd level
4th level
5th level

Astrologian

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Black Mage

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Blue Mage

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Dancer

1st Level
2nd Level
3rd Level
4th Level
5th Level

Red Mage

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

White Mage

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

PART IV

The Workshop

Tools for the game

Included in this section are additional game mechanic tools and resources for players and GMs to use for their games.

New Conditions

Conditions unique to Final Fantasy will be listed here.

Positive Conditions

Bravery

+2 to melee and ranged weapon and unarmed attack rolls.

Faith

+2 to Spell Save DC and Spell Attack Rolls

Float

Hover just off the ground, ignoring difficult terrain and ground-based environmental hazards.

Protect

+2 AC

Shell

+2 to saving throws against spells

Negative Conditions

Doom

At the beginning of each of your subsequent turns, gain 1 level of Exhaustion. This effect ends if you die, or if a Remove Curse spell is cast on you. The exhaustion that Doom applies is removed when the effect ends.

Debrave

-2 to melee and ranged weapon and unarmed attack rolls

Defaith

-2 to Spell Save DC and Spell Attack Rolls

Deprotect

-2 AC

Deshell

-2 to saving throws against spells.

Silence

You are unable to speak, and unable to do anything that requires speech such as casting spells with verbal components.

Treatment

These negative conditions can all be removed by specific consumables or, with the exception of Doom, by Lesser Restoration.

The positive conditions can similarly be removed by lesser restoration if the user wishes, and can be applied by specific consumables as well.

Limit Breaks

Iconic to Final Fantasy since their inception is the concept of the Limit Break, that building tension and energy that swells over the course of prolonged battles until it bursts forth when called upon to help turn the tide of a battle. The following system has been devised to help create a similar system for characters acting in this setting using the 5e ruleset.

Party like Adventurers

Over the course of battle, adventurers build up energy and tension as they approach the limits of their abilities. Once this tension has reached a certain point, the greatest of adventurers are capable of breaking through that ceiling temporarily to perform fantastic maneuvers referred to as Limit Breaks. Limit Breaks are refined through the focus provided by specializing in specific kinds of adventuring roles, and what they can do is determined by what role you play.

The rules for these optional features are as follows

Adventurer Role

Optional 1st Level Universal Feature

Starting at 1st level, whenever you finish a long rest you may determine your Role out of the following list:

  • Defender
  • Healer
  • Magical Attacker
  • Physical Attacker

Each Role helps to determine what your Limit Break feature does, as well as provides you an additional benefit. The additional benefits are as follows:

Defender

Prerequisite: A hit dice of d10 or higher

Taunt - As a bonus action, force an opponent that can see and hear you within 30ft to make a Charisma saving throw versus a DC of 8 + Constitution Modifier + Proficiency. On a failed save, they must direct all offensive actions they take towards you if able, including attacking, casting spells that deal damage, and using actions that might impede you or one of your allies. Actions they take that have an area of effect or multiple targets must include you, until the end of their next turn. Their legendary actions are unaffected.

If the taunted creature can't take an offensive action against you, such as if it is being grappled by another creature, the taunted creature's actions might be limited or be allowed to target other creatures, subject to the DM's discretion.

Healer

Prerequisite: The Spellcasting feature, and the ability to prepare Healing spells

Charged Healing - Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature gains 1d4 temporary hit points that add to any temporary hit points they might already possess rather than override. The temporary hit points you grant using this feature increases by 1d4 for every 2 slot levels above 1st.

Magical Attacker

Prerequisite: The Spellcasting feature

Focused Spellcasting - Whenever you make a constitution saving throw to maintain concentration on a spell, you gain a bonus to that saving throw equal to 1d4 + your Proficiency bonus. This die changes as you gain levels, becoming 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Physical Attacker

Prerequisite: None

True North - Once per turn, when you make an attack roll against a creature, if one of your allies is within 5 feet of your target and isn't incapacitated, you can roll a d4 and add it to the total. This die changes as you gain levels, increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Limit Break

Optional 1st Level Universal Feature

Starting at 1st level, you gain a Limit Break Gauge. This Gauge starts with 0 charges and goes to a maximum of 3 charges.

At the end of each of your turns in combat, you gain 1 charge. When you perform a Limit Break, you expend all of your Limit Charges and choose one of the options available to you. You can only choose an option if you spent that Limit Break's required number of charges or more.

You can only perform a Limit Break once per combat, no matter how many charges you gain after performing one. Combat against insignificant enemies does not generate limit charges. An insignificant enemy is one whose Challenge Rating and Number of Allies, is less than or equal to 1/4th your level and party size.

Your Limit Break Gauge's maximum number of charges increases as you gain character levels. This maximum increases to 6 at level 6, 9 at level 11, and 10 at level 16.

Whenever you complete a short or long rest, your Limit Break Gauge resets to 0 charges.

Limit Break Options

Limit Breaks that are available to you are determined by your adventurer role, character level, and class level.

Defender

Limit Level 1 (3 Charges)
  • Shield Wall. As an Action, up to 3 targets of your choice within line of sight gain resistance to non-magical bludgeoning, piercing, and slashing damage until the end of your next turn.

  • Seal Evil. Whenever a hostile creature within 30 feet of you attempts to cast a spell, you can use your reaction to force that creature to make a Constitution Saving Throw (DC 8 + your Proficiency bonus + your Constitution modifier). On a failed save, the spell they were trying to cast fails and has no effect, and they can't cast spells until the end of your next turn.

Limit Level 2 (6 Charges)
  • Mighty Guard. As an Action, you grant supreme protection to yourself and any allies of your choice within line of sight. Until the end of your next turn, all attacks against the affected characters are made with disadvantage and the affected characters have advantage on all Saving Throws.

  • Lunatic High. As a Bonus Action, you and all allies within 10 feet of you gain the effects of the Haste spell until the end of your next turn. When this effect ends, affected creatures do not suffer the usual lethargy that normally occurs when Haste ends, and can continue to act as normal.

Limit Level 3 (9 Charges)
  • Planet Protector. As an Action, you and any number of allies within 60ft of you gain immunity to the Blinded, Charmed, Deafened, Exhausted, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious conditions until the end of your next turn. In addition, any such conditions that were in effect end with the exception of any levels of Exhaustion which come back after the immunity ends. While a conscious character has 0 hit points, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill them. When this effect ends, they fall unconscious if they still have 0 hit points.

  • Lion Heart. As an Action, you reduce your speed to 0 and become immune to all damage until your next turn. In addition, all enemies you can see within 60 feet of you are forced to spend their next turn moving towards you and using their actions to attack you with whatever means they have. Any Area of Effect abilities must be centered on you if possible, or include you if not. If an enemy cannot attack you after moving towards you, they instead must use their action to dash towards you.

Healer

Limit Level 1 (3 Charges)
  • Healing Wind. As an Action, each allied creature of your choice that you can see gains temporary hit points equal to 2d8 + your Spellcasting modifier.

  • Clear Tranquil. As an action, you and each allied creature of your choice that you can see each end one condition on themselves of their choice from the following list: Blinded, Charmed, Deafened, Debrave, Defaith, Deprotect, Deshell, Doom, Frightened, Paralysed, Petrified, Poisoned, or Stunned.

Limit Level 2 (6 Charges)
  • Breath of the Earth. As an Action, you evoke healing energy that can restore hit points equal to Five Times your Character Level. Choose any number of allied creatures you can see, and divide those hit points among them.

  • Howling Moon. As an Action, instill energy and power into a number of creatures you can see up to your Spellcasting modifier. Each affected creature gains advantage on all Attack Rolls, Ability Checks, and Saving Throws until the end of your next turn.

Limit Level 3 (9 Charges)
  • Angel Feathers. As an action, you choose a dead creature you can see within 30 feet of you. If that creature has been dead for less than 24 hours, their soul is willing and able, and their body is intact, you restore them to life with half of their maximum hit points..

  • Great Gospel. Choose one creature you can see. That creature heals back to full HP and ends any negative effects on it.

Magical Attacker

Limit Level 1 (3 Charges)
  • Mana Burst. As an Action, each target of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC, taking force damage equal to 2d8 + your spellcasting ability modifier on a failed save, or half as much on a successful one.

  • Skyshard. As an Action, A shard of crystallized aether crashes down on a creature you can see within 60 feet of you. Make a Ranged Spell attack against that target. On a hit, the target and any creatures of your choice within 5 feet of them take force damage equal to 4d12 + your spellcasting ability modifier.

Limit Level 2 (6 Charges)
  • Starstorm. As an Action, you rain bolts of blinding aether from the sky on your foes. Choose a number of creatures within 60 feet of you that you can see, up to your spellcasting ability modifier, and make a ranged spell attack against each of them. On a hit, a target takes radiant damage equal to 6d12 + your spellcasting ability modifier and must succeed on a Constitution saving throw or be blinded until the end of their next turn.

  • Landscaper. As an action, you cause the ground to erupt violently in a line 25 feet wide and 100 feet long originating from you. Each creature in that line must make a Dexterity Saving throw against your Spell Save DC. On a failure, they are knocked prone and take bludgeoning damage equal to 6d8 + your spellcasting ability modifier. On a successful save, they take half as much damage and are not knocked prone. The ground in that area becomes difficult terrain until the end of your next turn.

Limit Level 3 (9 Charges)
  • Stardust Ray. A ray of Astral Energy bursts from you as an action towards a single target within 120 feet. That creature must make a Dexterity saving throw. On a failed save, they take force damage equal to 6d12 + your character level and are stunned until the end of your next turn. On a successful save, they take half as much damage and are not stunned.

  • All Creation. As an action, each creature of your choice within 120 feet of you must make a Constitution saving throw, taking necrotic damage equal to 8d8 + your character level on a failed save, or half as much on a successful one. A character reduced to 0 hit points this way disintegrates into Aether which is then siphoned into you. Each creature that dies this way restores one of your spent Spell Slots, starting with the lowest spell level available.

Physical Attacker

Limit Level 1 (3 Charges)
  • Braver. When you hit an enemy with a melee attack, you can choose to make that attack a Critical Hit. This attack deals an additional 3d12 weapon damage in addition to the normal effects of a Critical Hit.

  • Big Shot. As an Action, select a point within the range of a ranged weapon you are wielding. Each creature of your choice within a 10-foot radius of that point must make a Constitution Saving Throw (DC 8 + your Proficiency Bonus + your Dexterity modifier). You deal critical hit damage to any creature that fails, and normal weapon damage to any who succeed.

Limit Level 2 (6 Charges)
  • Blade Dance. As an Action, move up to double your normal movement speed without provoking attacks of opportunity. Make a Melee Attack against each creature who enters your reach during this movement. Each attack that hits is a Critical Hit.

  • Desperado. As an Action, make a single Ranged Weapon Attack that affects each creature of your choice in a cone with a length up to your weapon's normal range. Each creature hit by this attack suffers a critical hit, plus additional damage equal to your Character level.

Limit Level 3 (9 Charges)
  • Omnislash. As an action, you can make double your normal number of melee attacks towards a single target. On hit, your melee attacks are all critical hits and deal an extra 3d12 damage each. After you finish making your attacks, the target then falls prone.

  • Ungarmax. As an action, each hostile creature within a line 10 feet wide and 120 feet long must make a Dexterity Saving Throw (DC 8 + your Proficiency Bonus + Your Dexterity Modifier) or take critical hit damage from your weapon, plus an extra 3d12 damage each. Creatures that succeed on their saving throw take half damage instead.

Ultimate Limit

Each class also has their own Ultimate Limit Break, which they gain access to at level 16. These limit breaks are unique to each class. Ultimate Limits all require 10 charges of your Limit Gauge

If you have multiple classes, you can only access the Ultimate Limit of one of them at a time. If you are multiclassing, then when you choose your Limit Role at the end of each of your long rests, you also choose which Class's Limit Breaks you will have access to as well. You can change this choice at the end of each long rest just like your Limit Role.

Arcanist Ultimate

Ascension. You summon a spirit of legend from inside your Aetherial Ally. As an Action, you choose one of the following options:

  • Dreadwyrm Trance - Your Aetherial Ally transforms into Bahamut-Egi

  • Firebird Trance - Your Aetherial Ally transforms into Phoenix-Egi

  • Lunarfox Trance - Your Aetherial Ally transforms into Moonstone Carbuncle

Regardless which option you choose, your transformed ally continues to behave as if it were a normal Aetherial Ally, and returns to its normal form at the end of the combat in which you use this ability. You can find the stat blocks for these forms at the end of this document.

Astrologian Ultimate

Celestial Stasis. You cast Time Stop. When you cast it this way, other creatures can't take reactions to this action, and it lasts for a number of rounds equal to your spellcasting ability modifier.

Bard Ultimate

Sagittarius Arrow. As an action, you conjure and fire a magical arrow that splits into a volley of target-seeking arrows. Make a ranged spell attack roll against any number of targets you can see within 150 feet. On a hit, a creature takes force damage equal to 2d8 + your Dexterity modifier and their speed is reduced to 0 until the end of their next turn. If a creature whose speed is reduced this way was flying, they immediately fall 80ft.

Black Mage Ultimate

Meteor. You call upon the ultimate black magic spell. As an action, choose a point you can see within 120 feet. A massive meteorite of Aetheric energy crashes down on that point. Each creature in a 40-foot radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes bludgeoning damage equal to 20d6 + half your character level, and force damage equal to 20d6 + half your character level. Creatures who succeed on the saving throw take half damage.

Blue Mage Ultimate

Shockwave Pulsar. As an action, you channel the power of the Griever into the aether in a 30-foot radius centered on yourself. Each creature in the area other than you emits a blast of resonant magic, the effects of which depend on their ability to cast spells:

  • If they have the Spellcasting, Innate Spellcasting, or Pact Magic features, they must make an Intelligence saving throw. On a failed save, they lose all of their spell slots, or uses of their innate spells, and take force damage equal to your character level plus 1d10 for each spell slot or innate spell lost this way. In addition, a creature who fails the Intelligence saving throw can't cast cantrips or at-will spells until the end of their next turn.
  • If they do not have Spellcasting, Innate Spellcasting, or Pact Magic, they must make a Constitution saving throw, taking force damage equal to twice your character level on a failed save, or half as much on a successful one.

Dancer Ultimate

Crimson Lotus. Your dancing ability reaches its peak as you perform the Crimson Lotus. As an action, force any number of enemies that can see and hear you to make a Wisdom saving throw against your Spell DC. On a failed save, they are charmed by you until the end of your next turn. While charmed this way, they are also paralysed.

Dark Knight Ultimate

Dark Force. You unleash built up darkness within. As an action, all enemies within 60 feet of you must make a Constitution Saving Throw against your Spell DC. On a failure, a creature suffers 6d12 Necrotic damage. The total amount of damage dealt this way is converted to a pool of healing that can be divided among yourself and any number of allies within 60 feet of you.

Dragoon Ultimate

Dragonsong Dive. You channel the fury and hatred of the Dragonsong War into your spear. As an action, you leap 60ft into the air and land on a creature within 60ft of you. The creature makes a Dexterity saving throw against your Dive DC. On a failed save, you land on them, automatically scoring a critical hit with your weapon that deals an additional 10d6 force damage. On a successful save, they take half damage.. All enemies within 30ft of your target must then make a Constitution saving throw against your Dive DC, taking 10d6 Force damage on a failure or half as much on a success. The target of this ability cannot be more than 60ft above you when you make the initial jump.

Gunbreaker Ultimate

Gunmetal Soul. You unleash your soul in defense of others. As an action, you charge to a target within 30ft of you and create a 60ft cone originating from yourself in the direction of the chosen target. All enemies in this cone must make a Constitution saving throw against your Gunbreaker Save DC. On a failure, they suffer 6d12 force damage. Simultaneously, you generate a second 60ft cone that you can target in the same direction or a different one. All allies within this second cone gain resistance to all damage until the end of your next turn.

Machinist Ultimate

Satellite Beam. You summon the peak of technological firepower into the fray. As an action, choose any two points within 120 feet of you. Draw a line 10 feet wide from one point to the other. Each creature within that line, regardless of their elevation or cover, must make a Dexterity saving throw, taking 20d6+20 force damage on a failed save or half as much on a successful one. Your satellite destroys any nonmagical objects within the area you designate regardless of elevation.

Monk Ultimate

Final Heaven. As an action, you perform a single strike against one creature within range of your unarmed strike, disrupting the aether around them. That creature takes 50 force damage and must make a Constitution saving throw. On a failed save, their disrupted aether detonates out from them and blasts another creature of your choice within 15 feet of the first target: you repeat this process against the second creature. This process continues to repeat until a creature succeeds on the saving throw or there are no additional targets available. A creature can only be targeted once each time this Limit Break is performed

Paladin Ultimate

Last Bastion. You summon the souls of fallen Paladins to defend your allies. As an action, each ally of your choice that you can see gains a Spiritual Guardian. These guardians have the same hit point total as you, and occupy the same space as your allies. Whenever an enemy deals damage to an ally with a Spiritual Guardian, the Guardian takes the damage instead until it is destroyed. If they aren't destroyed, the spiritual guardians vanish at the end of the combat they were summoned in.

Red Mage Ultimate

Vermillion Scourge. You unleash the pinnacle of red magic on your foes. As an action, you generate ten sword-shaped planes of force that launch themselves at up to ten targets you can see within 120ft. Each sword forces a creature it hits to make a Constitution saving throw or take 4d12 force damage, or half as much on a successful save. The swords all strike simultaneously, and you can direct them to hit one creature or several.

Rogue Ultimate

Bunshin. You deploy the ultimate Ninjutsu. As an action, you conjure four duplicates of yourself. With the exception of having 1 HP, duplicates have all of your features, attributes, and equipment and are indistinguishable from you. They can act immediately, and act on your initiative. If they are not destroyed, they last until the end of the combat they were created in.

Samurai Ultimate

Doom of the Living. You attempt to cut through an enemy's aether to destroy them. As an action, you designate a single enemy within 5ft. of you. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, this limit break has no effect.

Warrior Ultimate

Land Walker. You unleash the beast within. As an action, you strike the ground in front of you causing the ground to erupt ahead of you in a 100ft cone. All creatures within the cone are pushed 100ft back, and any non-magical structures and objects within the cone are destroyed as well. If a creature pushed back this way stops before reaching 100 feet, they take 2d6 magical bludgeoning damage for every 5 feet they aren't pushed. Each creature pushed this way must make a Dexterity saving throw, taking 10d10 magical bludgeoning damage on a failed save or half as much on a successful one.

White Mage Ultimate

Pulse of Life. Choose a number of Living or Dead creatures you can see up to your Spellcasting modifier. Each dead creature chosen, if they are willing, is restored to life with full hit points. If their body is not intact, it is restored magically. Each living creature chosen is restored to full hit points and has any negative effects on them ended.

Arcanist's Ascension Stat Blocks

Below are the stat blocks for the Moonstone Carbuncle, Bahamut-Egi, and Phoenix-Egi ascension forms unleashed by the Arcanist's Ultimate Limit Break.



Moonstone Carbuncle

Small Elemental, neutral


  • Armor Class 19
  • Hit Points 136 (16d6+80)
  • Speed fly 60ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 21 (+5) 24 (+7) 26 (+8) 28 (+9)

  • Saving Throws CON +9, WIS +12
  • Damage Immunities Cold, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
  • Senses Blindsense 120 ft., Truesight 120 ft., Passive Perception 26
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge -
  • Proficiency Bonus equals your bonus

Moon Divinity. Moonstone Carbuncle can't be surprised and can't be changed into another form against their will.

Vacuum Aura. So long as Moonstone Carbuncle has at least 1 hit point, each hostile creature within 10 feet of them takes 10 cold damage at the start of each of Moonstone Carbuncle's turns.

Magic Resistance. Moonstone Carbuncle has advantage on saving throws against spells and other magical effects.

Actions

Tail Swipe. Melee Weapon Attack: your spell attack modifier to hit. Reach 5ft., one target. Hit: 14 (4d6) bludgeoning damage.

Polar Ray. Ranged Spell Attack: your spell attack modifier to hit. Range 120ft., one target. Hit 14 (4d6) cold damage.

Vacuum Sphere (Recharge 5 or 6). Moonstone Carbuncle creates a magical whirlwind in a 30ft. radius sphere centered on itself. The area within the sphere is heavily obscured, and the sphere moves with the Moonstone Carbuncle. The effect lasts until the Moonstone Carbuncle drops to 0 hit points, until the carbuncle choose to end the effect (no action required), or until their concentration is broken (as if concentrating on a spell). All creatures caught within the vacuum sphere take 10 cold damage when they first enter it, and at the start of each of their turns.



Bahamut-Egi

Medium elemental, neutral


  • Armor Class 19
  • Hit Points 207 (18d12+60)
  • Speed fly 60ft. (hover)

STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 21 (+5) 18 (+4) 17 (+3) 18 (+4)

  • Saving Throws DEX +8, CON +10, WIS +8, CHA +9
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Thunder
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses Blindsight 60ft., Darkvision 120ft. Passive Perception 23
  • Languages understands the languages of its summoner but cannot speak.
  • Challenge -
  • Proficiency Bonus equals your bonus

Actions

Rend. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target, Hit: 20 (2d12+8) slashing damage

Wyrmwave. Ranged Spell Attack: your spell attack modifier to hit, Range 60ft., one target. Hit: 20 (2d12+8) thunder damage

Akh Morn (Recharge 5 or 6). Bahamut-Egi unleashes the attack that signifies a king of dragons. Pick a point within 60ft. that you can see. Every creature within a 30ft radius of that point must make a Dexterity saving throw versus your spell DC. On a failed save they take 32 (4d12+8) thunder damage, and half as much on a successful one.

Teraflare (Recharge 6). Bahamut-Egi unleashes a fragment of the true Bahamut's power. Bahamut-Egi exhales a pulse of high-pitched, nearly inaudible sound in a 60ft cone. Each creature in that cone must make a Constitution Saving throw versus your spell DC. On a failed save, the creature takes 45 (13d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.



Phoenix-Egi

Medium elemental, neutral


  • Armor Class 18
  • Hit Points 175 (10d20 + 70)
  • Speed fly 60 ft. (hover)

STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 25 (+7) 2 (-4) 21 (+5) 18 (+4)

  • Saving Throws WIS +10, CHA +9
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses Darkvision 60ft., Passive Perception 15
  • Languages understands the languages of its summoner but cannot speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Body of Flame and Warmth. Phoenix-egi can move through a space as narrow as 1 inch wide without squeezing. Any hostile creature that touches Phoenix-Egi or hits it with a melee attack while within 5 feet of it takes 6 (1d12) fire damage. Any allied creature that touches Phoenix-Egi instead receives 6 (1d12) healing.

In addition, Phoenix-Egi can enter a hostile creature's space and stop there. The first time it enters a creature's space on that turn, the creature takes 6 (1d12) fire damage if it is hostile, or receives 6 (1d12) healing if it is an ally.

Flyby. Phoenix-egi doesn't prvooke opportunity attacks when it moves out of an enemy's reach

Actions

Talons. Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 14 (1d12+8) slashing and 6 (1d12) fire damage

Fountain of Fire. Ranged Spell Attack: your spell attack modifier to hit, Range 60ft, one target. Hit: 20 (2d12+8) fire damage

Brand of Purgatory (Recharge 5 or 6). A target creature within 60ft. of Phoenix-Egi becomes the center point of a fiery eruption. All hostile creatures within 20 feet of the creature must make a Dexterity saving throw against your spell save DC. On a failed save, hostile creatures take 20 (2d12+8) fire damage. Allied creatures in the area instead receive 20 (2d12+8) healing.

Art Credit:

All art used is presented with the permission of the Artist and/or Commissioner

  • Fat Final Fantasy Tactics characters by LLuxury

https://www.deviantart.com/lluxury/art/Fatty-Tactics-Download-Pack-Free-622552381

  • Aldis Commission by Milkiest_art

https://twitter.com/milkiest_art/status/1187393806267604992

Contributors

Listed below, in no particular order, are the names or usernames of every other content creator whose work went into creating this document, and who wanted to have their name listed.

Nexis

 

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