Gaia Compendium

by Lannis

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Gaia Compendium


I Love Rogue Lineage.


I've put a stupid amount of effort in making this homebrew just because of that.


Have fun using this Mass of Broken Stuff I created.

Content

Classes

Races

Background

Vampirism

Covenants

Edicts

Weapons

Armors

Enchants

Spells

Potions

Magic Items

Creatures

Events

Status Effects

Credits

This Homebrew is mainly Inspired by the games: Rogue Lineage, Epsilon Lineage 2, Cameo Game Thing 2, The Vast Realm, Deepwoken, Joe Lineage, Arcane Lineage.


  • Credits to myself for all the drawings
  • (I'm a great artist i know).
  • Credits to Vergil for making me motivated.
  • Credits to Rogue Lineage for making me almost go insane
  • for 7 years in a row (I Love Rogue Lineage).
  • Credits to my Insanity for making me do this Homebrew.
  • Credits to Roblox for... idk, having Rogue Lineage on it?
  • Credits to Deepwoken for not releasing Conquest.

Credits to the "awesome" Rogue Lineage Community. (i'm looking at you evamp tomeless dsage ganking freshies at Oresfall)


Credits to Monad Studios for both Deepwoken and Rogue Lineage.


Credits to FromSoftware for Elden Ring and The Dark souls series.


Credits to Project Moon for their games.

Notes (Please Read)

My homebrew's Discord server (Come if you have questions or just want to roast me, i also made other homebrews).


Unless specified, with turns i mean your character's turns.


A Class that worships a specific god requires you to have the Covenant related to that god.


All offensive feats (and spells) require an attack roll to hit unless specified otherwise (or unless they have an aoe).


Feats (or spells) that can be used with a bonus action can also be used with an action.


If an attack (not spell) always hits you still roll the d20, applying critical success or critical failure as normal.


Effects that makes your character immune to Charmed and Frightened also make you immune to Insanity (unless stated otherwise).


Effects that ignore AC from armors also ignore AC from natural armor.


Can be played alongside normal D&D5e stuff.


Feats that grant yourself a buff for a certain duration have their Cooldown start at the end of said buff.

Made by Vincy66 (Vincy66 on discord)

Classes


Here you can find all the new classes this homebrew offers, most of the content is inspired by Rogue Lineage and its copies, but with a bit of my insanity mixed to it.

Index

Arcanist

Necromancer


Illusionist


Monster Hunter


Florist

Brawler

Oni


Dragon Sage


Pugilist

Warrior

Sigil Knight


Wraith Knight


Warlord


Sunlight Warrior


Smith

Pit Fighter

Church Knight


Dragon Slayer


Impaler

Thief

Night Lord


Duelist


Lawkeeper

Prosthetic Warrior

Samurai


Shinobi


Adjudicator

Subclasses


Patron: Altrum


Miracle Domain


Subjugation Domain

Arcanist

The Arcanist
Level Proficiency Bonus Features Regular Spells Class Locked Spells God Spells Snaps Ultimate Spells
1st +2 Arcane Casting 1
2nd +2 Mana Shield 2
3rd +2 Improved Casting, Arcane School 3
4th +2 Ability Score Improvement 4 1
5th +3 5 2
6th +3 Magic Breaktrough 6 3 1
7th +3 Tomeless Casting 7 4 1
8th +3 Ability Score Improvement 8 5 2
9th +4 Snap Magic 9 5 2 1
10th +4 10 7 3 1
11th +4 Soul Snap 11 8 3 1
12th +4 12 9 4 1
13th +5 Ability Score Improvement 13 10 4 1
14th +5 Rune Casting, Mana Fly 14 11 5 2
15th +5 15 12 5 2
16th +5 16 13 6 2
17th +6 17 14 6 2
18th +6 Ability Score Improvement 18 15 7 2
19th +6 19 16 7 2
20th +6 Ultimate Spell 20 17 8 2 1

Arcanists are the Gaia equivalent of Wizards, unlike actual wizards, their spells are unlimited, but they require a successful cast to be used.

Class Features

As an Arcanist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple
  • Tools: None

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

Equipment

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


  • (a) Explorer's Pack or (b) Scholar's Pack

  • (a) Light crossbow and 20 darts or (b) any simple melee weapon

  • a Tome and a Leather armor

Spellcasting

As an arcanist, you have a tome containing the Arcanist spells you are attuned to.

Tome

Your tome contains all gestures and magical runes needed to cast the arcanist spells you are attuned to; it can be anything, from a fine piece of art to a rubble of pages held together by a clip.

Spells

You may attune to one more arcanist spell per arcanist level, attuning to a spell requires 2 hours of meditation per spell level: Feat-given spells count as cantrips and require no attunement; you may also cast spells for an unlimited amount of times, but beware, since these spells need to be correctly casted and will unleash a plethora of negative effects if backfired.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells, since you learn spells through gestures memorization.


Spell save DC = 8 + your proficiency bonus + your intelligence modifier


Spell attack modifier = your proficiency bonus + your intelligence modifier


Spell cast roll = 1d20 + your intelligence modifier

Mana shield

You can use one reaction to instantly block any kind of attack. To successfully block an attack you need to roll a d20 and score higher than your attacker did with its attack roll, you cannot mana shield a critical hit.


You need a tome to use Mana Shield, Mana Shielding an AoE Attack Requires you to succeed in a Saving Throw, its DC being 10 + your enemy's proficiency mod.

Improved Casting

Your proficiency with spells makes you able to improve your casting methods, making backfire less likely: You can add your proficiency bonus to your casting and Mana Shield rolls. You can also subtract a -3 to your casting rolls to add 1 level and 1 dice +2 flat damage to the spell, normal spells cannot exceed level 6, Godspells can reach up to level 9.

Mana Fly

5th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You concentrate mana into your body and use it to propel yourself in the air, giving you a flight speed equal to your walk speed for 6 turns.

Arcane School

You choose an Arcane School of Magic, binding yourself to one type spells you favor to increase your magical prowess.


Your choice grants you features at level 3, 6, 10, 14, 16, and 18.

Magic Breaktrough

Your mastery in the arcane arts allows you to learn complex spells, named God Spells, from the God spells tab.

Tomeless Casting

Your better attunement to the mana permeating the world grants you the ability to cast spells without the need of a tome, you may just do the required gestures and the spell will be cast, you can also use Mana Shield without the tome and add half your intelligence modifier to its rolls, and you can cast 2 spells with one action; in addition to this, successfully using your Mana Shield to block a melee hit will make your attacker's weapon bounce off, giving you an opportunity attack.

Snap Magic

Your better attunement to your spells allows you to unlock a variant of a spell you know, called a Snap. You may attune to one Snap when gaining this feat and another at level 14, Snaps can be casted with bonus actions and only 1 can be casted per turn.

Soul Snap

You can use your own life force to force your soul to cast a Snap you didn't attune to, this feat consumes 6 HP each time it is used.

Rune Casting

You learn how to harness mana through your fingers, allowing you to write runes mid air to enhance your spellcasts. This grants you the ability to cast 3 spells per action, allows you to use your full Intelligence modifier on your Mana Shield Rolls, and removes the backfire of spells if your cast roll is at or above half of the required throw. (nat 1 always leads to a backfire)

Ultimate Spell

You reached the summit of an Arcanist's power, this allows you to attune to one spell made by the ancient Arcanists or even Deities themselves, the Ultimate Spells. Ultimate Spells can be used once per Long Rest, Unless backfired (Snaps included).

Necromancer

"The Goal of all life is Death"


Necromancers are a type of Arcanist that revolves around Curses and summoning the undead. Necromancers worship Thanasius, The Moon-God of Darkness and Corruption.

Necromancer
Level Features
3rd Necromancy Adept, Life Leech
6th Command Undead, Undead Champion
10th Curse Immunity, Observe Block
14th Prophet of Death, Mana Combat
16th Duke of Worms
18th Immortal Soul

Necromancy Adept

You can now attune to Necromancer's spells; gaining this feat instantly gives you the spells Inferi and Redditus.

Life Leech

You heal for 2Hp each time your summons deal damage.

Command Undead

You can impart orders to your undead telepathically, these orders can always be heard and must be followed by any undead you imparted them to.

Undead Champion

You can now create an Undead Companion that will follow your orders; this companion acts like a player, you can decide its class, personality, etc.;

  • Your Champion starts at level 2 in any class you decide, and they can be resurrected at any time by sacrificing one of their levels

  • You can decide your Champion's look and race at its creation, but they can only have the “Haunted One” background, their harrowing event being their creation

  • Your Champion can become an Arcanist Necromancer, but cannot have this feat.

  • Undead Champions knows the same languages as their master

  • Undead Champions start naked, their only tools will be the one you decide to give to it

  • Undead Champions won't proc the "Life Leech" feature

Curse Immunity

You mastery over Curses allows you to become immune from Cursed and Hexed.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool or spell.

Prophet of Death

Your mastery over death is now at its peak, granting you the following:

  • You can now learn Prophet of Death spells
  • You attune to the Snaps of Necromancer and Prophet of Death Spell you attuned/attune to.
  • You get x2 Corruption Points.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:


Unarmed strikes now deals 2d4 +8 force damage and have a 30 feet knockback. You can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Duke of Worms

You can transform yourself and any willing humanoid into the Dristini Race. All kind of Undead become neutral to you and you can command them as if they where yours, unless they are under the influence of someone else.

Immortal Soul

Your soul is now capable of resisting without a body, allowing you to possess any of your summoned undead (even your Champion) and to transform their body into yours.

Illusionist

"Freedom, Imprisonment... it's all an illusion"


Illusionists are a class of Arcanists that creates illusions and destabilize people's minds with a snap of their fingers.

Illusionist
Level Features
3rd Illusion Adept, Clear of Mind
6th Observe Block
10th Illusion Master
14th Gravity Manipulation, Mana Combat
16th Snap Mastery
18th Scion of Teisumas

Illusion Adept

You can now attune to Illusionists' spells, you also instantly learn the spells Hystericus and Apparition as you gain this feat.

Clear of Mind

Your Mind is Pure, it cannot be attacked in any way, You are now immune to: Charmed, Frightened, any spell inducted state, any kind of psychic attack, and you can see through illusions.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool or spell.

Illusion Master

You instantly attune to the Snaps of any Illusionist spell you attune/attuned to.

Gravity Manipulator

"Gravity is an Harness"


Your mastery over illusions reached a point where anything could be an illusion bent under your will, even gravity itself, this feature allows you to learn Gravity Manipulator spells.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:


Unarmed strikes now deals 2d4 +8 force damage and have a 30 feet knockback. You can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Snap Mastery

You bend your soul under your illusions, allowing you to attune to 4 different Snaps.

Scion of Teisumas

"I have Harnessed the Harness"


You mastered the ways of Teisumas, your control over Gravity is now strengthened. this allows you to negate any form of fall damage you would receive and also makes your spell Mana Fly duration infinite.

Monster Hunter

"Welcome to the Horde."


Monster Hunter is a class of Arcanist that captures and summons any kind of creature to fight on its side.


Monster Hunters are also Worshippers of Ardor, god of Chaos and Freedom.

Monster Hunter
Level Features
3rd Beast Tamer, One of Our Own
6th Command Monsters, Life Leech
10th Observe Block, Nourishment
14th Beast Master, Mana Combat
16th Domain Expansion
18th Beastman

Beast Tamer

You can now attune to the Monster Hunter spells;

  • You instantly gain you the spells Coercere and Liber.
  • You have a 10 Slots Domain, all your summons will occupy space in your domain according to the list below:
  • A Tiny Creature occupies 0.25 slot,
  • a Small Creature occupies 0.5 slot,
  • a Medium Creature occupies 1 slot,
  • a Large Creature occupies 2,5 slots,
  • a Huge Creature occupies 5 slots,
  • a Dragon occupies 10 slots,
  • A Gargantuan Beast occupies all your slots;
  • Your summons will attack your enemies and ignore your allies instinctively;
  • Summoned Creatures not summoned by your Liber cannot be captured by Coercere;
  • All your summons either disappear (if summoned via summoning spells) or snap out your of control (if summoned with liber) on your death.

One of Our Own

Wild Creatures wont attack you or your allies, they will instead aid you in your efforts; you also learn to communicate with any kind of creature you can capture.

Command Monsters

You can impart orders to your summoned monsters telepathically, these orders can always be heard and must be followed by any monster you imparted them to.

Life Leech

You heal for 2Hp each time your summons deal damage.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool and spell.

Nourishment

Each time any of your summons dies, you recover 1/4th of their MaxHP as HP.

Beast Master

Your Mastery over Creatures is now recognized by Ardor himself, and as such he grants you the power to unleash further Chaos:

  • You can now attune to the Beast Master spells

  • You are able to open a portal to the All-Dark while not in combat.

  • You instantly attune to the Snaps of any Beast Tamer and Beast Master spell you attuned/attune to.

  • You get x2 Chaos Points

  • You can summon up to 2 monsters via summoning spells now and monsters you did not summon with Liber only have half of their HP and no AC penalty.

  • You can capture inoffensive creatures with Coercere without taking any slots.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:


Unarmed strikes now deals 2d4 +8 force damage and have a 30 feet knockback. You can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Domain Expansion

Your Domain's Slots are doubled.

Beastman

You are now able to transform into any of the creatures you captured, gaining TempHP equal to their MaxHP. This transformation cannot be dispelled by magic and only ends when the TempHP you gained is depleted or when you willingly end it. You can transform once per long Rest. Transforming into a medium or smaller creature doesn't put this feat in CD, but makes you unable to transform in it again until you do a Long Rest.

Florist

"Poison is beauty. Spread beauty across the lands"

Florist
Level Features
3rd Botany Adept, Alchemy Training
6th Life Sense
10th Poison Immunity, Observe Block
14th Crystal Magic, Mana Combat
16th Crystal Infusion
18th Potion Crystallization

Botany Adept


You can now attune to Florist Spells, you instantly learn Verdien and you become proficient in the Nature skill if you weren't already

Alchemy Training

You Learn how to use plants in alchemy, this rewards you with the following bonuses:

  • You learn each plant’s effects and you are able to combine them to create potions;

  • You can appraise any kind of potion you come across;

  • You can eat any kind of plant, you will be able to digest it, however harmful plants will still damage you when eaten;

  • The drawbacks you receive from drinking a potion are halved, for example: if the potion had the side effect of damaging you, its damage will be halved, if it had the effect of poisoning you, the poison’s duration and damage will be halved, etc.

Life Sense

Your affinity to living beings allows you to gain TrueBlindsight to any kind of living being in a 30 feet area.

Poison Immunity

You are now immune to Poison, you also attune to the Snaps of any Botanist spell you attuned/attune to.

Observe Block

You learnt how to passively harness mana in a way that makes you undetectable by any magic tool or spell.

Crystal Magic

You found a new way to harness poison, Crystals.


You can now attune to the Crystal Sage spells, every Crystal Sage spell you attune to comes with its Snap for free.

Mana Combat

Your mastery over the flow of mana inside your body allows you to make mana-enhanced attacks:


Unarmed strikes now deals 2d4 +8 force damage and have a 30 feet knockback. You can only make one unarmed strike per turn, and if you do so you will be unable to cast spells on that turn.

Crystal Infusion

You can infuse your next Crystal spell with one of your potions' effects by using a Bonus Action, does not consume the Potion. If infused with an healing potion, your crystals will heal instead of dealing damage.

Potion Crystallization

You can Crystallize your potions, Granting their effects to anyone who touches the crystal without any drawback. You can attune your spells to these crystals for free. Healing Crystals can only be used twice per turn.

Brawler

The Brawler
Level Proficiency Bonus Features
1st +2 Advanced Combat
2nd +2 Punch Rush, Iron Body
3rd +2 Fighting Style
4th +2 Ability score Improvement
5th +3
6th +3
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

Brawlers are the Gaia equivalent of Monks, they focus on strengthening their bodies and fighting with only their bare hands, they are strong and often egocentric, there is even some brawlers that thinks that a fist can resolve any problem; at a certain point a brawler can learn a fighting style, this allows them to further increase their strength beyond any standard.

Class Features

As a Brawler, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple weapons, Caestus
  • Tools: None

  • Saving Throws: Strength
  • Skills: Choose two from Athletics, Acrobatics, Perception, Survival, Animal Handling, Intimidation

Equipment

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

  • (a) six javelins or (b) any simple weapon
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • A pair of Caestus and a Leather armor

Advanced Combat

Your mastery in fist combat grants you the following:

  • You can use a d4 for your unarmed strike damage;
  • You can do an unarmed attack with your bonus action.

Punch Rush

You can use an immense amount of stamina to push your limits further, this allows you to attack another time in your turn.


However, since its incredible energy consumpiton, this feat can only be used up to 3 times a rest.

Iron Body

Training your body gave its rewards:


Your AC is increased by 2 while you are wearing light armor or while unarmored (max 18).

Fighting Style

You learn a fighting style, this choice will grant you feats at levels 3, 6, 10, 14, 16, and 18.

Oni

Oni are a type of Brawler that revolves around the concept of Strength, Oni base their lives on their strength and their capacity of taking out many targets alone.

The Oni
Level Features
3rd Akuma, Spin Kick, Leg Breaker
6th Rising Dragon, Hellion Breakthrough
10th Oni, Demon Step, Misogi
12th Axe Kick, Demon Flip
14th Sunaikinti's Bless, Augimas
16th Consuming Flames, Unanswered Perfection
18th Raging Demon

Akuma

You start to learn the basics of the Oni fighting style, this grants you the following:

  • Constitution saving throws proficiency
  • 1d6 +2 for unarmed attacks damage
  • +1 action

Spin Kick

You kick your target’s ribcage, breaking one of his ribs, this attack inflicts 1d6 + twice your str mod bludgeoning damage, and 2 Weakness. 3 Turns CD.

Leg Breaker

You kick your target’s leg, breaking his tibia, this attack deals 1d6 + twice your str mod bludgeoning damage and inflicts 2 Slow. 3 Turns CD.

Rising Dragon

You perform two uppercuts, hitting anything in front of you, the first uppercut deals 1d8 + Thrice your str mod, the second one deals 1d6 + your str mod and flings whatever it hits in the air. You need to make an attack roll for each uppercut, 3 Turn cooldown.

Hellion Breakthrough

You sacrifice half of your current HP to enhance your strength and your speed, gaining +20 speed, +20 climb (if you have it), +20 flight (if you have it) and +20 swim for each time this move is used; your damage rolls gets a +2 for each time this move is used; using this feat takes one bonus action and engulfs you in a red aura, the more time you use this feat, the more intense it gets.

Oni

You reach the next step in becoming a true Oni, you learn their fighting style, this grants you the following:

  • Your back is now branded with the Oni’s Mark (), this mark can be seen through clothes, it also emanates a faint red glow;
  • You can use 2d6 +4 as your unarmed damage dices;
  • You can use Hellion Breakthrough for free with a 4 turns cd;
  • You gain +1 bonus action;
  • You gain 15 ft climb.

Demon Step

You learn the basic movement of the Oni style, the Demon Step, You can now use one reaction or bonus action to assume a special stance that propels you forward, while going forward with this technique, you are immune to any kind of attack, using this stance makes you advance in a straight line in front of you for a distance of 5 feet, you can also pass through living beings while demon stepping. When used as a Reaction, it cannot be used again as one for 4 turns.

Misogi

You can now perform a swift strike to whoever gets flung by Rising Dragon’s second hit, this attack deals 1d12 + 3 times your str mod damage and is a free action.

Axe Kick

You Kick your target’s Spine, dealing 1d12 + 4 times str mod bludgeoning damage, if your target reaches 10 hp or less to this move, it instantly dies. Using Axe Kick on a prone target deals twice the damage. 5 Turns CD.

Demon Flip

You use your Demonic Strength to attack your target with a flip strike, dealing 3d4 + twice your str mod damage. Your target is unable to counter or block this attack. 3 Turns CD.

Sunaikinti's Bless

You mastered the Oni fighting style by learning its most important part, the Sunaikinti’s Flames, this grants you the following:

  • Your Hands are now engulfed in Black Flames, dealing +4 Fire damage and inflicting 1 Dark Burn on hit;
  • You can turn the flames that engulfs your fists on and off anytime;
  • Black flames go through any immunity to fire damage.
  • You can now use Misogi on anyone in a 55 feet area by using one action (3 turns cd);
  • you can now Demon Step even while mid-air and it will allow you to glide, and while Demon Stepping your eyes will glow a red light;
  • Your Caestus are assimilated by your Black Flames.

Augimas

You charge up a blast of black flames, dealing 1d8 + twice your str mod fire damage and 1 Dark Burn in a 25 feet straigth line, but you can use additional actions to charge it, dealing an extra 1d8 + your str mod fire damage and 1 Dark Burn. This move can be charged for a maximum of 3 times (and can be charged across turns by keeping concentration). 3 turns CD.

Consuming Flames

You roar, for each hostile being in a 120 feet area from you, your damage rolls gets a +3 for 3 turns, using this feat will make you gain a black flame aura for its whole duration, this feat uses one bonus action and has no cd, but cant be used until the buffs it gives run out.

Unanswered Perfection

Your eyes flash red, and then you instantly teleport your target right in front of you, your next attack will always hit and will always be a critical hit; this feat uses no action, but can be used once per target; if you use an attack that deals more than 1 blow, each blow will be critical and will always hit.

Raging Demon

You Release all your demon strength into a devastating attack, turning your eyes red right before demon stepping right behind your target, after doing so, you will unleash a barrage of punches, for a total of 100 + 5 times your str mod damage; this feat cannot be dodged, countered or blocked in any way, this feat has a 12 Turns CD and requires all your actions, you also Blind everyone in a 60 feet area (excluded yourself) while performing this move.

Dragon Sage

Dragon Sages harness lightning and have high mobility

The Dragon Sage
Level Features
3rd Dragon Acolyte, Sage Stance
6th Steel Will, Fire Fists, Sage Shield
10th Dragon Sage Style, Lightning Elbow
12th Lightning Drop, Lightning Dash
14th Vhiunese Style, Thundering Leap, Electric Smite
16th Eye of the Storm, Light-speed Fists, Seismic Toss
18th Kirin

Dragon Acolyte

You learn the basics of the Dragon Sage Style, Dragon Acolyte Style, this grants you the following:

  • Wisdom saving throws proficiency
  • d6 for unarmed attacks
  • You can use your Wisdom Mod instead of your Strength mod for your unarmed attacks

Sage Stance

Using a bonus action, you assume the Sage Stance, this enhances your next 4 attacks, adding 5 force damage + your wisdom modifier and 15 feet knockback to them.

Steel Will

You further train your body to endure any kind of damage, your AC is increased by 2 additional points while wearing light armor or while unarmored (max 18).

Fire Fists

Using one bonus action, you can enhance 2 fists per turn with the power of fire, this gives them a +2 fire damage and 1 Burn on hit for 3 turns. 6 Turns CD.

Sage Shield

You can use one reaction to block any incoming damage, this feat can be used once every three turns, your shield cannot block an attack that deals more than your dragon sage level as damage, trying to block an attack that exceeds the limit will break the shield, doubling its cd and stunning you for 1 turn.

Dragon Sage Style

You become a full-fledged Dragon Sage by learning their combat style, this grants you the following:

  • 2d6 for fist damage
  • Your fire fists feat evolve into lightning fists, you now deal +4 lightning damage instead and no Burn, you can do up to 4 Lightning Fists per turn, and Lightning Fists' CD is lowered to 4 turns;
  • You gain +1 action;
  • You gain 15 feet climb.

Lightning Elbow

You raise your elbow, and dash in a 30 feet straight line, dealing 2d6 + Twice your wis mod lightning and 1d6 + your str mod bludgeoning damage. 3 Turns CD.

Lightning Drop

You can use this feat only while mid-air, you instantly fall to the ground, nullifying the fall damage and hitting anything in a 10 feet area, dealing a 4 lightning and 4 bludgeoning damage and a 15 feet knockback. This feat can be used by any height that is greater than 10 feet and uses no actions, every 10 feet of height (except the first 10), this feat’s lightning damage is increased by 4 + your Wisdom mod; 3 Turns CD.

Lightning Dash

You can now harness the power of lightning to dash 5 feet at light speed four times per turn without consuming your movement. You cannot use Lightning Dash during someone else’s turn, and using Lightning Dash while mid-air will retain your current height.

Vhiunese Style

You learn the most advanced version of Dragon Sage’s fighting style, Vhiunese Style, this grants you the following:

  • Your lightning elbow uses thrice your wis mod for lightning damage and twice your strength mod for bludgeoning damage;
  • Lightning Fists is now permanent;
  • Your lightning is now colored, their color can be whatever you want, but you can chose it only once.

Thundering Leap

You charge up Lightning, then you leap 30 feet in the air. 2 Turns CD.

Eye of the Storm

You can now use lightning dash 8 times per turn, you can also use one lightning dash as a reaction to try and dodge an attack, to successfully dodge an attack you have to roll a d20 and score higher than your attacker's Attack Roll, dodging allows you to nullify the damage of an incoming attack, but failing to dodge will cause the you to receive +10 Damage from the attack.

Electric Smite

You charge up lightning, dropkicking anyone near you in a 15 feet area; this attack deals 1d12 + 5 times your wis mod lightning damage and 1d6 + twice your str mod bludgeoning damage. 3 Turns CD.

Light-Speed Fists

Using an action to attack now instantly teleports you in front of your target if within 15 feet from you, and your fists now deal +6 lightning damage.

Seismic Toss

You toss your target in the air (20 feet from the ground), then you follow it up and strike it with your fists, dealing 1d8 + thrice your wis mod lightning damage and 1d12 + thrice your str mod bludgeoning damage. can be followed up by Lightning Drop.

Kirin

You raise your arm, summoning lightning around you. After one turn of concentretion, you release the lightning into the form of a dragon to strike down your foes, dealing 100 + 10 times your wis mod lightning damage in a 15 feet area explosion anywhere in a 250 feet area from you; this attack isn’t dodgeable and cannot be blocked, can only be used once per rest, and stuns you for 1 turn.

Pugilist

Violence isn't the answer, it's the question.


And the Answer is YES

The Pugilist
Level Features
3rd Erebus Style, Dropkick
6th Brutal Impact, Crescent Strike
10th Beowulf, Sudden Step, Caliber Wave
12th Caliber Smash, Ravage
14th Wolf, Descend, Enchanted Fists
16th Monstrous Will, All-out
18th Style Master

Erebus Style

You start to learn the basics Erebus Style, this grants you the following:

  • Dexterity saving throws proficiency;
  • 1d6 for unarmed attacks damage;
  • You can use your Dexterity Mod instead of your Strength mod for your unarmed attacks
  • for each attack you land on a target, your next attack against that target has a +1 to hit and +1 damage;
  • Your DC for Pugilist Skills is 8 + proficiency bonus + dex mod.
  • +1 action

Dropkick

You Perform a Dropkick in a 10 ft straight line, dealing 1d8 + twice your dex mod bludgeoning damage. 3 Turns CD.

Brutal Impact

After you land an attack on your target, you can use your bonus action to empower your next fist (must be done in the same turn), it will always hit and deal x2 damage. This feat has a 3 turns cd.

Crescent Strike

You Uppercut your target, dealing 2d6 Bludgeoning Damage, Your target also has to roll a Constitution Saving Throw, and gets knocked prone on a failure. 3 turn cd.

Beowulf

You Further advance your fighting technique, gaining the following buffs:

  • You can use 2d6 +2 as your unarmed damage dices;
  • You gain +1 bonus action;
  • You gain 15 ft climb.
  • You gain +15 speed and +1 initiative.
  • You wont suffer damage by your redirected attacks or by feats that damage you when you attack your target.

Sudden Step

You can use dash as a bonus action, and it becomes an instantaneous teleport.


You can also use this feat as a reaction to dodge an incoming attack, 5 Turns CD.

Caliber Wave

You kick the air, sending a wind bullet flying towards a target within 120 feet from you, dealing 1d12 + twice your dex mod Force damage on hit. this feat has a 2 turns cooldown.

Caliber Smash

You Stomp the ground below you, causing a series of quakes in front of you, everyone in a 25 ft cone has to roll a Dexterity saving throw, on a failure they suffer 1d12 + Thrice your Dex Mod bludgeoning damage and get knocked prone, on a success they only suffer 1d8 +3 Bludgeoning damage. this feat has a 3 turn CD.

Ravage

You dash 5 feet, then you send a massive rush of fist towards one target, it has to roll a Dexterity saving throw, suffering 6d4 +12 on a failure or half as such on a success.

Wolf

You mastered Not only your fighting style, but also other fighting styles, allowing you to switch between them, You can now switch between styles with your bonus action:

  • Oni Style: You add both your strength and dexterity mods when attacking, your attacks also deal + 4 bludgeoning damage. but you lose 1 AC.
  • Dragon Sage Style: You add both your dexterity and wisdom mods when attacking, your attacks also give you 6 TempHP.
  • Erebus Style: You can add twice your Dexterity Mod to your attacks, you gain 10 Speed and can dash twice with your bonus action and you can strike back your attacker with an unarmed attack by using your reaction.
  • Water Stream Fist: You can attack twice with an action, you also gain +1 AC.
  • Lone Fists of Property: Your attacks bypass any immunity or resistance, also your attacks cannot be countered and will always hit (you still roll an attack roll for critical failure/success).

Descend

You dash in a 10 feet line, then attack a target, if this attack hits, you can attack again once for free. you can also use this feat while mid-air to strike your target from above, dealing twice your unarmed damage on hit. this feat has a 4 turn cd.

Enhanced Fists

Your Fists are now magic for the purpose of bypassing resistance or immunities, also your fists deal elemental damage based on the style you are using:

  • Oni Style: Fire Damage.
  • Dragon Sage Style: Lightning Damage.
  • Erebus Style: Force Damage
  • Water Stream Fist: Cold Damage.
  • Lone Fists of Property: Poison Damage.

Monstrous Will

When your HP hit 0, you will not go unconscious, but instead recover Half of your hp and gain +6 to all your attack and damage rolls for 5 turns. this feat can be used once per long rest.

All-Out

You charge up all your energy for 1 turn, after which, at the start of your next turn, you strike one target in a 30 feet area for 200 Bludgeoning damage. this feat can be used once per long rest, cannot be blocked or countered, bypasses immunities and resistances, and always hits, but renders you unconscious after use.

Style Master

You Passively gain all the styles' buffs.

Warrior

The Warrior
Level Proficiency Bonus Features
1st +2 Sword Mastery
2nd +2 Pommel Strike, Mercenary Carry
3rd +2 Action Surge, Warrior Order
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability Score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability Score Improvement
19th +6
20th +6

Warriors are the Gaia equivalent of a Fighter, they specialize on the use of many kind of weapons. The warriors have the possibility to emulate the fighting styles of the Chivalrous orders, organizations born to serve a specific god from Gaia.

Class Features

As a warrior, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Medium armor
  • Weapons: simple, martial
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose three from Athletics, Intimidation, Perception,
  • Survival, Insight, Religion, Animal Handling

Equipment

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

  • (a) any simple weapon or (b) any martial weapon
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • A Chain shirt, a Longsword

Sword Mastery

You can add your proficiency bonus two times on attack rolls made with a sword, except greatswords. This feat also works on feats that involve the use of a sword.

Pommel Strike

Using a bonus action, you strike a target using the pommel of your sword, inflicting 1d4 + your strength modifier bludgeoning damage and 2 Weakness; this feat has a 2 turn cooldown.

Mercenary Carry

You cannot become over encumbered from carrying something, unless it weights 3 times more than what your carrying capacity allows you to carry.

Action Surge

This feat allows you to have one extra action On your turn; you can use this feat once per Short/long rest.

Chivalrous Order

You choose a Chivalrous Order to attend to, Your choice grants you feats at levels 3, 6, 10, 14, 16, and 18.

Sigil Knight

Sigil knights are a Chivalrous Order who revolve around attuning their sword with elements and unleashing them, but also buffing and tanking a lot. They Worship Solan, God of Order, Subjugation, and Magic.


  • at level 9 you can also choose to switch your order to
  • Wraith Knight, but you cannot switch back.
The Sigil Knight
Level Features
3rd Lord Stance, Disarming Strike, Counter
6th Elemental Charge
10th Elemental Attunement, Charged Blow
12th Inspire Courage, Mythic Stability
14th Pasmarkinti, Rod of Solan
16th Chain of Fate, Paladinas
18th Resolve

Lord Stance

You can attack twice with one action when holding a sword. You can optionally change the type of weapon you use once when you gain this feat, all your other features will now work for the chosen weapon instead of a sword.

Counter

This feat can be used as a reaction to a physical attack, it Reduces the damage you would take by (10*Half your Proficiency Bonus), and if it reduces damage to 0, redirects half of the attack's damage to the attacker; 5 turns CD.

Disarming Strike

You Perform a blow with the intent of disarming your target, To not be disarmed, you target must succeed a dexterity save throw, DC = 8 + your proficiency bonus + your strength or dexterity modifier; If the target fails to succeed the save throw, it suffers 1d6 + Your str or dex modifier slashing damage and gets disarmed; If the target succeeds the save throw, it suffers 1d8 + your Str or dex modifier slashing damage.

Elemental Charge

You use one bonus action to imbue your weapon with the power of elements for 3 turns, each element causes a different effect:


Ice Charge

Your attacks inflict +2 Cold Damage and 1 Slow.

Flame Charge

Your attacks inflict +2 Fire Damage and 3 Burn.

Thunder Charge

Your Attacks inflict +4 Lightning Damage.

Elemental Attunement

You are now attuned to the elements, you no longer need to use one bonus action to imbue your weapon with them; the charges now last until you dismiss them or if you change charge. having this feat also makes you get x2 Purity Points. You also deal +1 damage with all your charges (Lightning Charge gets a +2 instead)

Charged Blow

You can unleash the current element your weapon is imbued with. this feat has a 3 turns cooldown, separate for each element.

Fire

You send out a Flaming Slash, hitting everything in a 30 ft. straight line for 2d6 fire damage, and inflicting 3 Burn.

Ice

You plunge your weapon in the ground, releasing an eruption of ice spikes in a 25 feet cone in front of you, inflicting 2d6 cold damage and 3 Slow to anyone hit.

Lightning

You dash in a 15 feet straight line at light speed, dealing 25 lightning damage to anyone you pass through. This feat can’t pass through walls, and if this feat takes someone’s HP to 0 or less it instantly kills them.

Inspire Courage

You inspire yourself and up to 6 more targets, giving 8 + Charisma modifier temp hp and +2 to every roll they make (except damage rolls) for 3 turns. 6 Turns CD

Mythic Stability

You can’t get executed, your body will endure any hit that should instantly kill you, but you will lose 1/3 of your hp when you use this feat; you can only die by failing death save throws.

Pasmarkinti

You gain a new Charge through the powers of Solan, your attacks always hit even trough shields and deals an extra 4 radiant damage; this buff lasts until you change charge or dismiss it.


Charged Blow

You perform a triple slash with your sword, dealing 3d8+6 radiant damage.

Rod of Solan

Your unbreakable faith rewards you with a new power, the Rod of Solan. You can now summon a steel rod, this rod is unbreakable and cannot deal any damage, but you can teleport to wherever you rod is; this rod can be thrown and has infinite range, doing so in combat will cost you one action, teleporting costs no actions if the rod is anywhere in a 25 feet area from you, if it isn't, you have to focus for 1 turn to successfully teleport; this rod also attaches to any surface it hits after being thrown and stays in place until summoned again, if you don't throw the rod you cannot teleport to it.

Chain of Fate

You can pull right in front of you a target you can see in a 45 feet area with 1 bonus action. 3 Turns CD.

Paladinas

You naturally gain 20 temphp when out of combat, you gain + 4 to your Attack Rolls, and +2 to your Damage Rolls;


you cannot use “Inspire Courage” on yourself anymore.

Resolve

Each attack you take/deal will grant you 1 stack of resolve, at 8 resolve stacks, your charged blow is empowered, and gains new effects:

Fire

You emit two full circles of fire around you, these circles expands to a 60 feet radius, inflicting 1d8 + 20 fire damage and 3 Burn to anything they hit.

Ice

You create a 60 feet icy zone surrounding you for 5 turns, anyone ending their turn inside the zone wil suffer 8 cold damage and 3 Slow (except to the feat’s user and its allies).

Lightning

You hit all your enemies in a 60 feet radius, each one suffers 40 lightning damage.

Pasmarkinti

You charge at your target, sending them flying, then you strike them with your sword and then crush them into the ground, dealing 3d6 +6 Radiant + 1d6 Bludgeoning damage.

Wraith Knight

Wraith Knights are a Chivalrous Order that initially mimics the Sigil Knights, but then turns into a soul stealing edgelord with funny flames, They Worship Altrum, God of Malice.

The Wraith Knight
Level Features
3rd Lord Stance, Disarming Strike, Counter
6th Elemental Charge
10th Wraith's Oath, Soul Rip, Dark Charges
12th Rune Mastery, Dark Eruption
14th Jester's Scythe, Chase
16th Mirror, Hunt
18th Soul Burst

Lord Stance

You can attack twice with one action when holding a sword. You can optionally change the type of weapon you use once when you gain this feat, all your other features will now work for the chosen weapon instead of a sword.

Counter

This feat can be used as a reaction to a physical attack, it Reduces the damage you would take by (10*Half your Proficiency Bonus), and if it reduces damage to 0, redirects half of the attack's damage to the attacker; 5 turns CD.

Disarming Strike

You Perform a blow with the intent of disarming your target, To not be disarmed, you target must succeed a dexterity save throw, DC = 8 + your proficiency bonus + your strength or dexterity modifier; If the target fails to succeed the save throw, it suffers 1d6 + Your str or dex modifier slashing damage and gets disarmed; If the target succeeds the save throw, it suffers 1d8 + your Str or dex modifier slashing damage.

Elemental Charge

You use one bonus action to imbue your weapon with the power of elements for 3 turns, each element causes a different effect:

Ice Charge

Your attacks inflict +2 Cold Damage and 1 Slow.

Flame Charge

Your attacks inflict +2 Fire Damage and 3 Burn.

Thunder Charge

Your Attacks inflict +4 Lightning Damage.

Wraith's Oath

You betray the sigil knight’s order by swearing loyalty to Altrum, doing so grants you the following:

  • Your Armor and sword are now converted to the Wraith sword and Wraith Armor;
  • You get x2 Malice Points;
  • You can Summon your Wraith Sword and Wraith Armor anytime;
  • Your “Lord Stance” evolves into “Wraith Stance”, giving all your attack rolls a +4;
  • You can access the Wraith Knights’ Home base, the Hall of Mirrors while not in combat; in order to reach it, you must walk into any Reflecting surface made of glass, leaving the hall of mirrors leads the player back in front of the mirror they originally came from.

Soul Rip

You can rip the soul out of unconscious beings by touching them and concentrating for 2 turns. Doing so grants you a Rune, You can have up to 16 runes, they are shown on your arms and are visible through your Armor. As a Wraith Knight you can use them to:

  • Enter a “Rune Berserk” state for 3 turns, in which you will inflict + your proficiency bonus damage, and receive - your proficiency bonus damage, cannot be disarmed, and have advantage on strength rolls, but you will lose control of yourself, attacking the nearest creature, and suffering a 1d4+6 Necrotic damage at the berserk's end.

To Gain a rune from Soul Rip, your target must have a soul.

Dark Charges

All your charges become corrupted into a darker version of them, adding new effects and gain a new element:

Dark Flame

Dark Flame Charge +2 Necrotic Damage, Deals Dark Burn instead of Burn.

Dark Ice

+1 Necrotic Damage, and if your target had 1/4 of their original speed speed when you hit them, they also suffer 2 Dark Burn.

Black Lightning

+2 Necrotic Damage, and Inflicts 1 Weakness on Hit.

Green Flame Charge

You can Imbue your Wraith Sword with Green flames, adding 2d6 fire damage and 3 Green Burn to any attack you make.


You also don’t need to use a bonus action to activate a charge anymore, the charges now last until you change it or if you dismiss them.

Rune Mastery

Your runes no longer make you lose control and no longer harm yourself, you can now float up to 1 feet above ground, you can now resist death by using a rune (you will still die by failing three times a death saving throw), and you gain climb 30 feet (while in the rune berserk state).

Dark Eruption


Based on your current charge, you execute a powerful move:

Dark Flame

You Plunge your sword in the ground, summoning 4 pillars of black flame whenever you want in a 30 ft. radius, these pillars dealing 3d8 necrotic and 1d10 fire damage, and inflicting 3 Dark Burn.

Dark Ice

You Plunge your Sword in the ground, freezing it in a 15 feet area, dealing 2d6 necrotic and 1d10 fire damage, and inflicting 1 Slow to everyone in the area.

Black Lightning

You raise your sword, summoning black lightings above up to 3 targets, each of them rolls a Constitution saving throw, getting Stunned for 1 turn and suffering 3d6 necrotic and 1d12 lightning damage on a failure, or half the damage and no stun on a success

Green Flame

You rapidly spin in circles, dealing 3d8 Fire damage to anyone in a 5 feet area, this attack's damage scales as wrote in the Green Burn status effect.


Each element has a separate 4 turns cd.

Jester's Scythe

You can now summon a magic scythe which will float above your back and can be used to attack once per turn without an action, dealing 1d8 necrotic damage and 1d8 slashing damage; this attack cannot miss unless you roll 1. The scythe can be anywhere in a 30 feet area around you, while you aren't directly control it, the scythe will automatically over above your back, unless you commanded otherwise. You can see everything around the scythe with a 10ft blindsight, the scythe is indestructible, but if it gets hit it will automatically unsummon itself. Summoning the scythe requires 1 action, and its appearence is determined by its owner (cannot be changed). Attacking with your Scythe grants you 1 Rune.

Chase

You use one of your runes to teleport your target in front of your Scythe. This feat can target anything, living or not, in a 120 feet area and has a 3 turn cd.

Mirror

you use one rune to cut through time and space with your scythe, doing so will generate a portal to a target spot that you can see, the portal lasts 1 turn and everyone can pass through it. 3 turns CD, This feat can be used to reach the Hall of Mirrors while not in combat.

Hunt

By using one action and a rune, you can summon a swarm of Dark Flame Spheres to hunt your target for 4 turns. Each turn your target has to roll a Dexterity Saving throw (DC 15), suffering 2 Dark Burn, 1d6 necrotic and 1d6 fire damage on a failure. This feat has a 3 turn cd.

Soul Burst

You channel a giant explosion by consuming all your runes, its damage is based upon the total consumed runes, each rune adding +8 necrotic damage, up to 128 necrotic damage with 16 runes. Using this feat costs all your actions.

Warlord

Warlord revolve around the use of a greatsword and having a heavy hitting but slow moveset, still being able to withstand a good amount of damage. They Worship Ardor, God of Chaos and Freedom.

The Warlord
Level Features
3rd Greatsword Training, Ardor's Legion, Shoulder Bash, Spin Strike
6th Unyielding, Forward Thrust
10th Abyss Walker, Abyssal Scream, Wrathful Leap
12th Abyssal Bomb, Abyssal Imbuement
14th Abyss Dancer, Great Cyclone, Abyss Slicer
16th Unstoppable Force, Deflecting Spin, Spinning Soul
18th Abyssal Rain

Greatsword Training

You can add two times your proficiency bonus on every attack roll Made with a Greatsword, this includes feats that require a Greatsword; Pommel Strike now uses a d8 for its damage roll. The DC for your feats is 8 + strength mod + prof bonus.

Ardor's Legion

You decided to join Ardor's Legion of Abyss walkers, this grants you a place in his ranks and, as a symbol of trust, Ardor grants you the Abyss Greatsword.

Shoulder Bash

You bash a target within 5 feet with your shoulder, dealing 1d4 bludgeoning damage and giving it 2 Vulnerable and a 15 feet knockback. This feat has a 2 turn cd.

Spin Strike

You Spin your Greatsword around you, Everything in a 10ft. area suffers 2d6 slashing damage.

Unyielding

You are immune to knockback and cannot lose stability; If something tries to grapple you, you can perform a Strength saving throw to counter attack, the DC is 10 + Grappler's Strength Modifier; also, when under 1/3rd of your HP, you gain a +2 to all your rolls (included damage) and -2 to any damage you suffer

Forward Thrust

You rapidly make a forward thrust with your greatsword, moving in a straight 20 feet line and hitting anything in the area, dealing 2d6 piercing and 2 necrotic damage, you can use this feat twice in a row, doing so will make you unable to move on your next turn; this feat has a 3 turns CD, and uses all your movement for the turn.

Abyss Walker

You are now an official member of Ardor’s Legion of Abyss Walkers, this grants you free access to their home base, the All-Dark; You can open and traverse a portal to the All-Dark while not in combat. at your first visit in the All-Dark, you will be granted the Abyss Walker Armor. You get x2 Chaos points.

Abyssal Scream

You make an otherworldly scream, everyone in a 30 feet area from you (included yourself) has to roll a Wisdom Saving Throw, DC being 8 + your proficiency bonus + your Constitution modifier, suffering 3 Hexed on a Failure, The curse cannot be avoided and goes past resistances. This feat uses 1 bonus action and has a 5 turn CD.

Wrathful Leap

You leap with all your force, unleashing black abyss clouds in a 15 feet area, when you land, you deal 3d6 +str mod piercing damage to everything in a 10 feet area; the black abyss clouds inflict 1 Hexed; the clouds vanish after you land; the black abyss clouds can be dodged with a dexterity saving throw (DC 14), this feat has a 4 turn cd, this feat also makes you immune to fall damage until you land.

Abyssal Bomb

You plunge your sword in the ground and concentrate abyssal energy in your hands, then you throw it anywhere in the 35 feet area, this will detonate the ball of energy, inflicting 2d6+4 necrotic damage and 1 Hexed, to anything in the 15 feet area. this feat has a 3 turn cd.

Abyssal Imbuement

By concentrating for the entire turn, you can start accumulating the power of the abyss within yourself, granting you get a buff of +5 to Attack and Damage rolls you make for 3 turns since the start of your next turn, and releasing part of that energy in your surroundings, dealing 1d6 + 12 necrotic damage to everyone in a 15 feet area. 10 turns CD.

Abyss Dancer

Your strength is now recognized in the Legion of Ardor, on your next visit to the All-Dark, you will be rewarded with the Abyssal Dagger.

Great Cyclone

You charge up a powerful attack using all your actions; for each action (and bonus action) used, this attack deals 2d4 + str mod slashing and 1 necrotic damage, up to 8d4 + str mod slashing and 4 necrotic damage in a 10 feet area, which increases by a +8 necrotic to anyone in a 5 feet area. 3 Turns CD.

Abyss Slicer

You imbue your greatsword in abyssal energy and then slash the air, causing an abyssal blade to cleave through anyone in a 20 feet line, dealing 2d6 slashing and 1d6 + 10 necrotic damage, and applying 1 Hexed. 3 Turns CD.

Unstoppable Force

All your attacks now deal damage through any kind of resistance and immunity, cannot be blocked, and bypass Armor AC.

Deflecting Spin

This feat can be used as a reaction to any kind of attack, Reducing the damage you would take to 0. 5 Turns CD

Spinning Soul

You surround yourself in abyssal energy, making you able to withstand any kind of attack without moving an inch for 2 turns, this allows you to opportunity attack whenever someone attacks you in melee. 5 Turns CD.

Abyssal Rain

You concentrate, plungeing your sword in the ground and starting to accumulate abyssal energy in your knife, releasing it at the start of your next turn, shooting 15 abyssal projectiles from the dagger; each one will chase a target you decide until it eventually hits it, inflicting 10 necrotic damage and 1 Hexed. 12 Turns CD.

Sunlight Warrior

They chad greatsword, They use the power of the Sun to incinerate their opponents through their sun-fueled Greatswords. They Worship Raphion, Sun-God of Light.

The Sunlight Warrior
Level Features
3rd Greatsword Mastery, Sunlight Imbuement
6th Unyielding, Champion Strike, Radiant Skewer
10th Sunlight Crusader, Purifying Flame, Sunlight Spear
12th Solar Kiln, Sunlight Stake
14th One with the Sun, Sunlight Storm
16th Unwavering Resolve, Heavenly Rays
18th Lord of Sunlight

Greatsword Training

You can add two times your proficiency bonus on every attack roll Made with a Greatsword, this includes feats that require a Greatsword; Pommel Strike now uses a d8 for its damage roll. The DC for your feats is 8 + const mod + prof bonus.

Sunlight Imbuement

You use your bonus action to imbue your Greatsword in fiery Sunlight, adding +4 fire damage and 2 Burn to all your attacks, while also buffing some of your offensive feats for 3 turns;


All the fire damage you deal while Sunlight Imbuement is active is doubled against fiends, undead and dragonians, and can be considered radiant to avoid immunities or resistances. 3 turns CD.

Unyielding

You are immune to knockback and cannot lose stability; If something tries to grapple you, you can perform a Strength saving throw to counter attack, the DC is 10 + Grappler's Strength Modifier; also, when under 35% HP, you gain a +2 to all your rolls (included damage) and -2 to any damage you suffer

Champion Strike

You Slam your Greatsword to the Ground, dealing 1d10 Bludgeoning Damage and creating a shockwave under your feet, anyone excluded you in a 5 feet area in front of you has to roll a Dexterity saving throw, getting knocked prone on a failure.


Sunlight Variant: You create 3 shockwaves instead (3d10 total), and increase the range of each one to 10 feet


This feat has a 3 turn cooldown.

Radiant Skewer

You Rush in a 15 feet straigth line with your Greatsword, dealing 1d10 to anyone in the line.


Sunlight Variant: You instead dash 30 feet and deal an extra 2d6 fire damage.


This feat has a 2 turn cooldown.

Sunlight Crusader

Your Faith in Raphion rewards you with a fragment of its Light:

  • Your Sunlight Imbuement adds +6 damage, inflicts Purifying Burn instead of normal Burn, and has its cd lowered to 2 turns.
  • You can’t get executed, your body will endure any hit that should instantly kill you, but you will lose 1/3 of your hp when you use this effect; you can only die by failing 3 death save throws.
  • You gain +1 action per turn.
  • You get x2 Radiance points.

Purifying Flame

You leap in the air with your greatsword, and slam back down anywere in a 30 feet area, dealing 2d6 slashing damage in a 5 feet area.


Sunlight Variant: You deal an additional 2d6 fire damage in a 15 feet area.


This feat has a 3 turn cooldown.

Sunlight Javelin

You charge a bolt of Sunlight in your hand, and then throw it, dealing 2d6 +5 fire damage in a 30 feet line, this feat's damage can be considered radiant to avoid immunities or resistances, also its damage is doubled against dragonians, undead, and fiends.


Daylight Variant: deal an additional +7 fire damage while using this feat under direct sunlight.


This feat has a 3 turn cooldown.

Solar Kiln

You charge up a beam of sunlight anywhere in a 30 feet area, anyone in a 10 feet area from the point you've chosen has to make a Constitution saving throw, suffering 2d6 Fire damage on a failure, and half as such on a success


Sunlight Variant: You instead deal damage in a 20 feet area, inflict 3 Purifying Burn and damage is increased by +16.


This feat has a 4 turn cooldown.

Sunlight Stake

You charge up a stake of Sunlight in your hand and smash it right before you, dealing 2d8 +6 Fire damage to anyone in a 10 feet area, this feat can also be used on a single target to deal double damage. this feat's damage can be considered radiant to avoid immunities or resistances, also its damage its doubled against dragonians, undead and fiends.


Daylight Variant: The area is increased to 20 feet and damage is increased by +8 while using this feat under direct sunlight.


This feat has a 3 turn Cooldown.

One With The Sun

While under direct Sunlight, you gain the following buffs:

  • You Gain 8 TempHP per turn;
  • You heal Yourself 12 HP per turn;
  • You deal +6 damage and suffer -6 damage;
  • You gain 1 AC (max 20)

Sunlight Storm

You Charge up a Sunlight Javelin in your hand, throwing it to the sky, at the end of your turn, anyone in a 15 feet area you decide anywhere in a 30 feet area from you has to roll a Dexterity Saving Throw, suffering 3d6 +12 Fire damage on a failure, or half as much on a success;


Daylight Variant: Increased the area to 20 feet, and Deal +12 damage while using this feat under direct sunlight.


This feat has a 5 turn cooldown.

Unwavering Resolve

When your HP hit 0, you will not go unconscious, but instead recover Half of your hp and gain +6 fire damage to all your attacks. this feat can be used once per long rest.

Heavenly Rays

You summon a small sun that lasts 3 turns. While this sun is present, it will shoot a beam of radiant energy to every creature in a 120 feet area at the start of their turn (excluding yourself and your allies), inflicting 2d8 + 12 Fire Damage and 2 Purifying Burn that is doubled against undead, fiends and dragonians. this feat's damage can be considered radiant to avoid immunities or resistances, 6 Turns CD. The 120 feet area under the summoned sun is considered as being under direct sunlight.

Lord of Sunlight

Everywhere in a 30 feet area around you is always coated in sunlight, and Sunlight Imbuement's duration is infinite until you dismiss it and requires no action to use.

Smith

Smiths are tanks that can summon their creations to defend themselves.

The Smith
Level Features
3rd Smith Training, Smith Spellcasting, Verto, Analysis, Remote Smiting, Vulnere
6th Better Smithing, Heat Resistance, Silver Guard, Enhancement, Projection
10th Percutiens Eam, Venenum, Martial Mastery, Magic Tools
12th Aureus, Infernum, Repono
14th Supreme Smiting, Improved Remote Smiting
16th Smith Lord, Millionfold, Crepitus
18th Gate of Kalvey

Spellcasting

Spells

You attune to new Smith spells as you level up, casting a smith spell costs (spell level - proficiency bonus) HP (minimum 1 hp)

Spellcasting Ability

Constitution is your spellcasting ability for your Smith spells, as it requires physical willpower to cast spells.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Smith Training

You are now proficient in using smith tools; you can now summon smith tools and a pickaxe whenever you want, except if you are in combat; the tools you summon last until you dismiss them, or if you get in combat.

Verto

Smith Cantrip


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You can store any kind of item you create, The item is sent to a storage dimension who only you can access, this storage dimension can’t hold more than 10 items, no matter their size or shape; you can’t directly enter your dimension, but you can summon the item you created in your hand anytime; you can also store any kind of item/weapon you are holding, if no one else has contact with it while you do so.

Analysis

Smith Cantrip


  • Casting Time: 1 action
  • Range: Same as your sight
  • Components: None
  • Duration: Instantaneous

You can analyze a weapon you can see, doing so will give you insight on said weapon depending on your proficiency bonus, insights can be used to enhance or project weapons.


You gain half the insight while using analysis on Artifact weapons and only 1 insight while using it on unique weapons.

Remote Smithing

2nd Level Smith Spell


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

You can summon a forge whenever you want at a location you can see in a 10 feet area; you can summon also summon a grindstone, touching the grindstone will increase the damage of your weapon by +3 for 3 turns, while in combat, the grindstone lasts 3 turns and can only be used by your allies. if not in combat, the grindstone works like a normal one and lasts until you dismiss it, or until you get in combat; if the grindstone is summoned before getting in combat, it will shift to its combat functions, but will disappear after 1 turn. this spell cannot summon the forge while in combat; the forge lasts until you dismiss it, or if you get in combat.

Vulnere

Smith Cantrip


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

You can summon the weapons you stored to attack your target, their damage being the same as they would deal with a normal blow. You can also summon items and use them on a willing target, doing so will require one bonus action. you can control up to 6 items/weapons simultaneously, but after the weapons hits their target they are automatically unsummoned. While not being directly controlled by the spell, the weapons/items hover behind the Smith, unless commanded otherwise.

Better Smithing

Your forge now gives x2 the materials you smelted with it and Crafting weapons now takes half the price it would normally take.

Heat Resistance

You are now resistant to fire damage. You can swim in magma and its derivatives (lava, etc.) like it is hot water. (this feat doesn't do anything if you are a vampire)

Silver Guard

3rd Level Smith Spell


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, M (half your money, at least 10 GP)
  • Duration: Instantaneous

You coat yourself in money, the next 3 attacks you receive have disadvantage on their damage rolls and deal half damage.

Enhancement

4th Level Smith Spell


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

You can enhance a weapon in which you have at least 1 insight on with your Smith level as extra damage of any type (except slashing, bludgeoning and piercing) for 12 hours.


You can change or nullify the damage type anytime.

Projection

6th Level Smith Spell


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You can project in your hands a copy of an existing weapon you have insight in, and based on how many insight you have, your copies will become as strong as the original:


Having 3 insight allows you to project the weapon, but its damage will be halved, you cannot use its abilities, and it will shatter after one blow.


Having 10 insight allows you to project a stronger copy that can last 3 attacks without breaking, and can use its abilities at the cost of shattering right after, but its damage is still halved.


Having 25 insight allows you to project a copy that lasts 6 attacks, deals full damage and can use its abilities at the cost of half its durability.


Having 60 insight allows you to project a perfect copy, that has no differences from the original.


You cannot use Analysis or Verto on projected weapons, but they can be used as projectiles by Vulnere. Projected weapons disappear after 1 Hour.

Percutiens Eam

5th Level Smith Spell


  • Casting Time: 1 action
  • Range: 30 feet (15-feet cylinder)
  • Components: V, S
  • Duration: Instantaneous

You summon a shard of a celestial gem, then you crush it to summon a beam of light upon your target location and deal 3d6 radiant damage and Blind them for 1 turn. If the beam hits an undead or a fiend, they will suffer x2 damage. Your targets can roll a constitution saving throw to halve the damage they would take.

Venenum

5th Level Smith Spell


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

You summon a shard of a toxic gem, then crush it to summon a swarm of toxic insects underneath you which will automatically attack the nearest target, dealing 1d8 poison damage and 1 Poison per hit. This spell summons a total of 4, 5 feet wide, insects, the type of insect they resemble is up to the user, and they last 3 turns. The Insects are made of toxic gas, so they can’t get hit by physical attacks, but will dissolve if hit by magic. You can also ignite the Insects, causing the gas to burn and the summoned insect to explode and deal 16 fire damage to anyone in a 10 feet area.

Martial Mastery

You gain proficiency with every kind of weapon and armor, in addition to this, you can add twice your proficiency bonus on every attack roll you make.

Magic Tools

You enhance your Smith tools and your pickaxe, now your pickaxe extracts double the material it normally would and your tools. You can also create Enhanced Weapons, as described in the Enhancement Spell by using additional materials (That are up to you DM to decide, This Enhancement is permanent).

Aureus

5th Level Smith Spell


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: V, S
  • Duration: Instantaneous

You summon a shard of a frost gem, then you crush it to summon an ice explosion, dealing 2d12 + 4 cold damage and 2 Slow; the feat’s user is immune to the explosion’s damage; you can roll a constitution saving throw to halve the damage ans Slow you would take.

Infernum

5th Level Smith Spell


  • Casting Time: 1 action
  • Range: 45 feet Area (5 feet area)
  • Components: V, S
  • Duration: Instantaneous

You summon a shard of an infernal gem, then you crush it to summon a swarm of fireballs around you, each fireball deals 4d6 + 2 fire damage and 2 Burn in a 5 feet area; you summon a total of 10 fireballs randomly in the 45 feet area, whoever is in a fireball’s area can roll a dexterity save throw to avoid getting hit by it; this feat’s user is immune to the fireballs’ damage.

Repono

Your pocket dimension gets bigger and is now liveable, its space is infinite and as such you no longer have a cap to your stored items, you can open a portal in front of you for people to come in; in your dimension, time flows differently, 6 hours in your dimension is 1 second in the normal one; opening the portal counts as a Smith Cantrip and can’t be done while in combat. While in your dimension, you can control up to 12 weapons/items with Vulnere, and you also can cast Projection without using any action.

Supreme Smiting

You can now craft anything as long as you have the materials for it. The material for each thing you craft is up to the DM to decide; each weapon you craft has +2 the damage the original had (rounded by excess); each consumable item you craft has +1 use; each magic item you craft has a buff x1.5 stronger than the original one (rounded by excess); each Armor you craft has a +1 AC bonus (you can’t craft an Armor with more than 22 AC); you also know what materials you need for your crafts.

Improved Remote smiting

The forge you summon can now be used to smith every kind of thing as long as you know how to craft it and you have the materials, Your grindstone is also improved, it can now sharpen every kind of weapon; its combat buff is now 6 extra damage for three turns.

Smith Lord

You reached the peak of a Smith’s Skill, your crafts are now recognized from Kalvey itself; his blessing grants you the ability to detect any kind of material or item you need for your crafts if you close your eyes and focus on it, a 160ft. TrueBlindsight for weapons and items, the ability to Enchant your weapon with Inferno, and grant this enchant to others, and the ability to change your enchant anytime to one you had before freely.

Millionfold

9th Level Smith Spell


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

You can force every Creature in a 60 feet area to enter your pocket dimension, however they will leave after 6 turns. You can use this spell once per long rest

Crepitus

8th Level Smith Spell


  • Casting Time: 1 action
  • Range: 60 feet (10 feet Sphere)
  • Components: V, S
  • Duration: Instantaneous

You can blow up your summoned weapon/items, the explosion deals 5d8 force damage to anything in a 10 ft. area, including yourself and makes you unable to summon the exploded item for 1 hour.

Gate of Kalvey

9th Level Smith Spell


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

You summon all your stored weapons and attack the same target with each one of it at once. you can use this spell once per long rest. if you can’t talk, just thinking this spell’s name will suffice the vocal requirement.

Pit Fighter

The Pit Fighter
Level Proficiency Bonus Features
1st +2 Spear Mastery, 360°Strike
2nd +2 Triple Strike, Fighter Footwork
3rd +2 Serpent Strike, Spear Order
4th +2 Ability score Improvement
5th +3
6th +3
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

A special kind of Fighter from Gaia who focuses on the use of spears, they either train into a Dragon Slayer, or devote their lives to serve the Prince of Cures. Vampires also created a spear fighting style that revolves around controlling blood.

Class Features

As a Pit Fighter, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple
  • Tools: None

  • Saving Throws: Dexterity, Strength
  • Skills: Choose two from Athletics, Acrobatics, Perception, Religion, Animal Handling, Survival, Insight

Equipment

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

  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • (a) six javelins or (b) any simple melee weapon
  • A Spear and a Studded Leather armor.

Spear Mastery

You can add twice your proficiency bonus on Attack rolls made with a spear and feats that use a spear.

360° Strike

You hit everyone around 5ft or closer to you for a 1d6 + your dex mod of slashing damage. Consumes one action requires a spear to be used.

Triple Strike

After a successful attack roll, you can Use this feat to attack 2 more times but these attacks will deal half their damage. Can be used as a bonus action, requires a spear to be used, 2 Turns CD.

Fighter Footwork

You can perform dash and disengage as a bonus action; This feat cannot be used if you wear Medium or heavy Armor.

Serpent Strike

You can use an extra action to Add 1d4 + your dex mod poison damage and 1 Poison to your next attack. Requires a spear to be used, 2 Turns CD.

Spear Order

At level 3, you can choose an order to apply to, which allows you to use its style in combat. The Order you chose grants you feats at levels 3, 6, 10, 14, 16, and 18.

Church Knight

Church Knight has many ways of dealing damage and can even regain its HP with some of its feats. They are servants of The Prince of Cures.

The Church Knight
Level Features
3rd Church Knight's Oath, Church Leap
6th Impale, Light Piercer
10th Prince's Bless, Chain Pull, Bloodthirsty
12th Deep Sacrifice, Leviathan Plunge
14th Eternal Servant, Tethering Lance, Void Spear
16th Transfiguration, Dislocation
18th Aura of Despair, Soul Syphon

Church Knight's Oath

You become a follower of the Prince of Cures and gain the following features:

  • You gain Proficiency with medium Armor;
  • all your weapons and armors you currently carry gets replaced with a copy of the Prince’s Holy Artifact, the Sanctum spear and the Church Knights' Set (Helmet and Armor);
  • You gain one action for a total of 2 actions per turn;
  • Fighter Footwork works with any armor now;
  • Every heal from the Church Knight Features that exceeds your maximum HP converts into XP at a rate of 1hp to 25xp;
  • The DC of Your Church Knight feats = 8 + your Dexterity/Strength modifier (the highest between the two);
  • Having this class forever locks you in a Covenant with the Prince of Cures.

Church Leap

You leap anywhere in a 20 feet area, dealing 1d8 Piercing damage to everyone In a 5ft area where you land. If you land on a creature, you instead deal 2d8 + twice your strength mod piercing damage to said target. 2 Turns CD.

Impale

You Impale your target, inflicting 2d8 + twice your str mod damage and 2 Cursed. 3 Turns CD.

Light Piercer

You Shoot 3 light beams in the shape of The sanctum spear, Each one deals 6 + your proficiency bonus piercing damage and goes past any resistance or immunity. the beams will pierce everything in a 35 feet straight line. 3 Turns CD.

Prince's Bless

Your Loyalty to the Prince of Cures increases, this grants you a place in its upper ranks and his blessing, giving you:

  • You can no longer take off your Armor/helm
  • your Armor will clean itself over time
  • you are now immune to psychic damage
  • you can eat food and drink water by absorbing them through your armor
  • you gain 60 feet Blidsight
  • You can no longer age by any mean, you also become immune to necrotic damage
  • Your Armor and helmet are now blue
  • If your personality, ideals, bonds or even flaws conflict with your role as a servant of the Prince of Cures, they shift into something that doesn't
  • Your intelligence score and your charisma score are now Set to 10, you lose all your proficiencies with charisma related skills but You don’t lose intelligence related skills; all the points Subtracted to the charisma/intelligence score can be reassigned To strength, dexterity or constitution, you can also become proficient in a number of skills equal to the number of charisma related skill that were removed by this feat.

Chain Pull

You Throw your spear at a target within 15 feet, and then pull it back, Dragging your target in front of you and dealing 2d6 + Your Strength Mod Damage. 3 Turns CD.

Bloodthirsty

You heal 12 + (1/3 of your target's MaxHP) HP on kill.

Deep Sacrifice

You raise your spear and deal 6 damage to every creature in A 25 ft. area (including yourself), with each target hit (including yourself) You heal 4 HP. 4 Turns CD.

Leviathan Plunge

You plunge your spear in the ground, accumulating the Power of Life within yourself, granting your attacks the ability to reap life force from your targets, healing by half the damage you deal and inflicting 1 Cursed with all your attacks for 3 turns. 6 Turns CD.

Fun Fact: Church Knight is my favorite class.

Eternal Servant

Your Strength and Loyalty to the Prince of Cures are now well renowed within the Church, allowing you to gain further blessings from the Prince:

  • Your Armor and your helmet totally fuse with Your body, giving you the sense of touch even Through your Armor, this also means that you now are unarmored, but You can’t wear any Armor;
  • Your gain Truesight equal to your Blindsight;
  • Your AC becomes 19 (the helmet doesn't count anymore towards your AC) and you can’t make it higher in any way;
  • Your Sanctum spear is now replaced with the Sanctum of the Unknown;
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You gain 4 Blessings.
  • You cannot lie anymore.
  • You can now talk telepathically with someone you are touching, you can also Stun for one turn by using an action to touch the creature;
  • You can create a mouth from any part of your body, you can use it to talk and to eat, eating with a mouth generated this way will turn the food into energy instantly, without leaving any residue;
  • You gain +1 action for a total of 3 actions and 2 bonus actions per turn;
  • Deep Sacrifice’s damage and healing is now doubled.
  • Light piercer now deals 12 piercing damage per beam, and after dealing damage to the target, the beams rotate around it, dealing 6 piercing damage to everyone in a 5 feet area 3 times before expiring.

Tethering Lance

This feat allows chain pull to be used As an extra action and increases its Range to 30ft, chain pull no longer pulls The enemy towards you but instead leaves One of the spears stuck in the target's body, Each attack delivered by this feat's user now always hit the target. (You still need to respect the moves Range and to do an attack roll, but it only determines Critical Failure or Success), you can also teleport the tethered creature in front of yourself as a free action, regaining the spear you threw. If you miss your target, you instantly resummon the spear you pulled without Using any action.

Void Spear

You target a 10 ft. area within 30 feet from you and then teleport to everyone inside and deal 2d6 + 8 piercing damage. 3 Turns CD.

Transfiguration

The Prince Transfigures you in one of his Lesser Seraphs:

  • You no longer feel pain;
  • you no longer need food or water;
  • you no longer suffer fall damage;
  • you Gain Climb 30ft and you swim at the same speed you walk
  • you no longer need to breath;
  • Your hair grows long enough to come out of the helmet and becomes lilac;
  • Your body will shift its appearance to be similar to a normal human being: You will lose your racial appearance (example: if you are a kenku, you lose your beak, if you are a tortle, you lose your shell, etc.) however scrooms won’t lose their appearance.
  • You gain the ability to shift your armor into whatever you please, and it will still have its full effects, no matter how you shape it, you can also shape it to uncover part of your body, removing the helmet will give you a red halo instead.
  • You regain Your Charisma and Intelligence Scores and any proficiency related to them, while also keeping any improvement you received by lowering them, also your personality, ideals and bonds are no longer altered by the Prince.

Dislocation

You can modify the shape of your body, but Your volume needs to stay constant. (Example: you can have long arms at the cost of them Being thin or getting thin or shorter legs); you can split in two, but the two sides have to Be reunited within the end of your turn, or 12 seconds, else you die (you cannot split in more than 2 parts); You can shapeshift to avoid being hit, but This makes you skip your next turn; You can become a puddle, this requires you to concentrate for 1 turn, but makes you Un-targetable and immune to damage until you chose to reform, at the cost of not being able to perform any action except moving. You can also form wings that allow you to fly at a 30ft flying speed.

Aura of Despair

Every Creature in a 30 feet Area is permanently under Cursed's effects. (you and your allies excluded)

Soul Syphoon

You impale a target with both your spears and rise it in the air, and start syphoning its soul out. This attack deals 35 True damage to the target per turn, healing you by the same amount. Lasts for a maximum of 3 Turns, but can be interrupted. You can raise everything while using this attack, even if the target Is much bigger and heavier than you, but both you and the target are unable to perform Any action until the attack ends. If this move kills its target, you heal by 50% of their MaxHP, and the extra healing becomes TempHP. 10 Turns CD.

Dragon Slayer

Dragon Slayers are An High damage spear class with a few mobility options.

The Dragon Slayer
Level Features
3rd Dragon Knight, Dragon Roar
6th Dragon Blood, Spear Crusher
10th Dragon Slayer, Thunder Spear Crush, Wing Soar
12th Dragon Awakening
14th Dragon Rider, Call Drake, Justice Spears
16th Ensnaring Strike, Reverse Spears, Spear Volley
18th The Undying

Dragon Knight

You apply to the Dragon Knight's Order and begin your training to become a full fledged Dragon Slayer, this grants you the following:

  • You gain medium Armor proficiency
  • You can now visit any dragon knight outpost To get for free a Breastplate and a crystal that allows you to send telepathic messages to the nearest outpost and vice versa, the crystal can play the messages to anyone who puts it on his ear, and can record a message and send it by using a specific password that only the dragon knights know, when you receive a message from the crystal it shakes until the message is heard;
  • You can use the feat "Fighter Footwork" with Every type of Armor on
  • Serpent strike now deals 1d6 + your str or dex mod poison damage and 2 Poison
  • 360°Strike now deals 1d8 + your str or dex mod damage
  • You gain one action, for a total of 2 actions per turn.
  • The DC of Your Dragon Knight feats = 8 + your Dexterity/Strength modifier (the highest between the two)

Dragon Roar

As a bonus action, you can let out a Draconic roar. Creatures of your choice within 50 feet from you that can hear you must succeed on a Wisdom saving throw or become Frightened until the end of their next turn. 4 Turns CD, a creature can only be frightened once by this feat.

Dragon Blood

Draconic Blood courses through your veins, which can be activated to make you deal +4 damage with all your attacks at the cost of losing 6 HP at the end of your turn. activating this feat uses 6hp but you take no damage at the end of your first turn by this feat's effects.

Spear Crusher

You make a devastating blow with your spear, dealing 2d8 + 4 + your strength mod piercing damage. 3 Turns CD.

Dragon Slayer

You become a full fledged Dragon Slayer, granting you the following:

  • You now deal x2 damage to every form of draconic entity;
  • Dragon blood now gives a +6 damage and doesn’t damage yourself anymore, but lowers any heal you receive by 5;
  • any spear you wield now deals an extra 1d4 + 3 piercing damage.

Thunder Spear Crush

You fly 20 ft in the air and then Strike from above a spot in a 30 feet area, dealing 3d8 + twice your str mod force damage. 5 Turns CD, requires a spear to be used. If you cannot fly 20ft up, you cannot use this move, this move deals more damage the higher you are in the air 5ft / + 3 damage (the 20 ft. from using the feat don't count). You can also use this move to cancel fall damage, but using it this way will make you fall straight from where you used it. Your targets can halve this feat’s damage by rolling a dexterity save throw.

Wing Soar

You can conjure a pair of wings that will make you soar 25ft in the air and then hover. 2 Turns CD.

Dragon Awakening

You can heal to half your MaxHP once you reach 0 or less health. You can’t use this feat if you get instant killed; You can use this feat once per long rest.

Dragon Rider

You become an even stronger Dragon Slayer, to the point even dragons will hear your orders, you gain the following:

  • Your spear gets replaced with an Energy spear
  • Thunder Spear Crush and Spear Crusher's CD is reduced by 1 turn (4 and 2 turns total respectively)
  • Triple Strike's CD is reduced to 1 turn.
  • You learn Draconic language, if you already knew it, you can choose another language of your choice.

Call Drake

While in the air, You can conjure a drake (which has the same color as your spear) at will. The drake has a 60 feet flying speed, 12 ac, 1hp and 10 to every stat. The drake can shot a fireball from his mouth, dealing 4d6 fire damage. You can use this feat once every 6 hours, its cooldown cancels if you use dragon awakening.

Justice Spears

You can conjure three energy spears to hit a target,dealing 1d8 + your proficiency bonus force damage per spear, The spears can multitarget. The spears always hit, but your target can halve their damage by succeeding a Constitution Saving Throw (You have to roll the saving throw for each spear). 2 Turns CD.

Ensnaring Strike

You conjure a horde of Energy Spears out of the ground, this Attack deals 3d8+4 piercing damage; if there is no ground To conjure the spears from, you can form a circle of energy Where you want them to appear from (doing so will reduce the DC by -2). Your targets can halve the damage by succeeding a Constitution saving Throw. 3 turns CD.

Reverse Spears

You can change your spears trajectory at will, doing so will Make the target unable to dodge the spear and will have to make a Constitution saving throw against it to halve the damage. 1 Turn CD.

Spear Volley

You throw the spear you wield in your main hand, conjuring a horde of spears from it, Dealing 120 piercing damage in a 30ft cone. Requires a spear to be used, 12 Turns CD.

The Undying

You can use Dragon Awakening even if you get instant killed, it doesn’t matter if your body or soul got totally destroyed or stopped existing, it will reform, Generating a shockwave that repulses everything in a 30ft radius, dealing 25 True Damage and fully restoring your HP. Using Dragon Awakening also counts as a long rest (it doesn't recharge itself). Dying after using Undying will make your body melt into a puddle.

Impaler

Impalers are peculiar spear-wielding Vampires which adapt their Blood Manipulation into a spear style. To become an Impaler you need to be a Bloodfiend.

The Impaler
Level Features
3rd Hardblood Manipulation
6th Hardblood Stake, Hardblood Mantle
10th Sanguivore
12th Moment of Bloodfeast, Hardblood Wedge
14th Blood Frenzy
16th Desire For Blood, Ascedant Hardblood Arts - The Sphere
18th Ascendant Hardblood Arts - La Sangre

Hardblood Manipulation

As an Impaler, you are a Bloodfiend who decided to further improve its Hardblood Arts, your initial training grants you:

  • You can use Bloodfeast to Empower your Attacks, as a Bonus Action you can convert 10 Bloodfeast into a +2 damage and 1 Bleed on your next attack
  • You can further empower your next attack by concentrating into Manipulating Hardblood, using up to 3 turns to channel 10 Bloodfeast into a +2 damage and 1 Bleed for each turn you concentrate
  • Serpent Strike now inflicts Bleed instead of Poison, and deals +5 damage against bleeding opponents
  • 360° Strike now gives a 15 feet knockback
  • Triple Strike now inflicts +2 damage againts bleeding targets
  • You gain +1 Action, for a total of 2 Actions per turn
  • The DC of Your Impaler feats is 8 + your Dexterity modifier.

Hardblood Stake

You Condense 25 Bloodfeast into a Stake, and shoot it at a target within 45 feet, dealing 2d6 + 5 Piercing damage, and 4 Bleed. Deals +5 Damage against Bleeding targets, 2 Turns CD.


Empowered Variant: If Empowered using Bloodfeast, Hardblood Stake Pierces through its target, effectively dealing damage in a 45 feet straight line.

Hardblood Mantle

You can condense Hardblood into a defensive mantle as a Reaction to an attack, using up to 50 Bloodfeast to decrease the attack's damage by the same amount, if the attack's damage is reduced to 0, and the attacker is in melee range, you can also opportunity attack it back. 3 Turns CD.

Sanguivore

Your Control over Hardblood Increases, Granting you the following:

  • You become resistant to Bleed
  • Every time you inflict Bleed on someone you gain 1 Bleed yourself, and Bleed on self does not decay.
  • For each 5 Bleed on self, deal +3 Damage when attacking.
  • You can Empower your attack twice with one Bonus Action
  • When Concentrating into Manipulating Hardblood, you can use twice the Bloodfeast to gain twice the buffs (20 Bloodfeast for +4 damage and 2 Bleed)
  • You Gain +1 Bonus Action, for a total of 2 Bonus Actions per turn
  • You can Reinforce your Armor and Weapon with Bloodfeast twice, and the weapon reinforcement gives a half damage increase instead of 1/4th.

Moment of Bloodfeast

You Use up to 300 Bloodfeast, and inflict 6 Force Damage and 1 Bleed to all your enemies for every 25 Bloodfeast Used. Consumes Bleed on Self to Restore HP in a 1 Bleed to 5 HP formula. 4 Turns CD, Always Hits.

Hardblood Wedge

You Use 50 Bloodfeast to summon Blood Stakes from the ground beneath all your opponents, Dealing 2d8 +5 Piercing damage, and 5 Bleed. 2 Turns CD.


Empowered Variant: If Empowered using Bloodfeast, Hardblood Wedge deals +2 damage for each Bleed on target (max +8), and inflicts 2 Vulnerable

Blood Frenzy

As your Mastery over Hardblood is nearing its limit, you gain further improvements:

  • You can use twice the Bloodfeast to double your Empowerment with your Bonus Action (20 Bloodfeast for +4 damage and 2 Bleed)
  • You deal more damage the lower your HP is (every 10% is a +3 to damage, max +15 at 50% HP)
  • You deal more damage based on Bleed on target (+2 Damage each Bleed, Max +10)
  • You become immune to Bleed Damage.

Desire for Blood

You Use 50 Bloodfeast to summon hundred of bloody spears and flinging them at your targets, Dealing 3d8 + 6 Piercing damage, and 12 Bleed to all your enemies. Can be dodged by succeding a Dexterity Saving Throw.


Empowered Variant: If Empowered using Bloodfeast, Desire for Blood Stops Bleed Decay for 1 turn, and always hits.

Ascendant Hardblood Arts - The Sphere

You Condense all the Bloodfeast on the Field into a giant Sphere of Blood, and cast it upon your opponents, Dealing 1d12 + 30 Slashing Damage for every 100 Bloodfeast used, in a 15 feet area which increases by 5 for every 50 Bloodfeast used. Bypasses Resistances and Immunities. Damage is Increased by +5 for every 100 Consumed Bloodfeast, but resets it. 10 Turns CD.

Ascendant Hardblood Arts - La Sangre

You Condense all the Bloodfeast on the field, and all your Consumed Bloodfeast into a singular bout of your lance, rushing at your target with your bloodied Spear, impaling them, dealing 45 Piercing Damage for every 75 Bloodfeast and Consumed Bloodfeast Used. Deals +10 Damage for each Bleed on Target, and consumes it after the attack. Deals +10 Damage for each Reinforcement on the Weapon, and consumes it after the attack. Ignores Resistances and Immunities. Always Hits, and doesn't roll an Attack Roll (meaning it can't crit). 10 Turns CD.

Thief

The Thief
Level Proficiency Bonus Features
1st +2 Dagger Throw
2nd +2 Superior Agility, Stealth
3rd +2 Thieves' Guild
4th +2 Ability score Improvement
5th +3 Speedster
6th +3
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

Thieves are the Gaia equivalent of Rogues, they focus on speed and high damage, at the cost of low endurance.

Class Features

As a Thief, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple, Rapier
  • Tools: Thieves' Tools

  • Saving Throws: Dexerity, Charisma
  • Skills: Choose three from Athletics, Persuasion,
  • Intimidation, Acrobatics, Perception, Religion,
  • Sleight of Hand, Insight, Deception

Equipment

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

  • (a) Explorer's pack or (b) Thieves' Tools
  • (a) Dagger (b) Sickle (c) Rapier
  • Leather armor

Dagger Throw

You conjure a shadow knife out of thin air and throw it, dealing 1d4 + 2 + your dex mod slashing damage to one target in a 30 feet area. 2 Turns CD.

Superior Agility

You now move with superior dexterity, you gain 5*your dexterity modifier feet to your walking speed, this bonus also applies to swimming, flying, and climbing speed if you have them.

Stealth

You Concentrate, and become transparent, Granting you +6 to your Stealth Rolls as long as you maintain concentration. Any attack used during Stealth will inflict +6 damage and end Stealth. Can only be used outside of Combat.


You gain proficiency in the "Stealth" Skill.

Thieves' Guild

You choose a Thief Guild to adapt, this allows you to gain feats at levels 3, 6, 10, 14, 16, and 18.

Speedster

You gain actions per turn based on your dexterity modifier:


  • Dex mod +2: +1 Action;
  • Dex mod +3: +1 Action, +1 Bonus Action;
  • Dex mod +4 or more: +2 Actions, +1 Bonus Action.

Night Lord

Night lords, also called Faceless, are a Legion of the strongest assassins in Gaia, with their special techniques they become one with the shadows and swiftly assassinate any of their targets, while leaving no trace of them ever existing.

The Night Lord
Level Features
3rd Dagger Mastery, Backstabber, Triple Dagger Throw
6th Bane, Enhanced Stealth, Lethality
10th Faceless One, Shadow Step, Shadow Fan
12th Chain Lethality, Ethereal Strike
14th Friendless One, Call Shadow, Flash of Darkness
16th Predator Instinct, Falling Darkness
18th One with the Shadows, Last Breath

Dagger Mastery

You become a master at using daggers, this feat adds twice your proficiency bonus on every attack roll made with a dagger-like weapon(not sickles), this feat’s effects also applies to feats that require using a dagger.

Backstabber

Attacking a Target who cannot see you makes the attack deal twice the damage.

Triple Dagger Throw

Dagger Throw now throws 3 Daggers Instead, and their damage is increased to 1d6 +2 + Dex Mod.

Bane

As a Bonus Action, you can Instantly teleport behind a target within 30 feet, allowing you to make an unseen attack. 5 Turns CD.

Enchanced Stealth

Stealth Now makes you completely invisible, adding a +12 to your Stealth Rolls instead.

Lethality

You swing your dagger with masterful precision, slicing your target multiple times, dealing a total of 10d4 + 5 times your Dex Mod. This feat instantly kills anything with 0 or less hp. 3 Turns CD.

Faceless One

You learn the Ancient techniques of the Night Lords, granting you the rank of Faceless One, giving you:

  • You are now Capable of Hiding or Showing your face at will, your face cannot ever be seen by any mean if you hide it.
  • You learn how to use daggers more efficently, gaining a +2 to any damage dealt by daggers or feats that use daggers.
  • Bane's Cooldown decreases to 4 turns.
  • Lethality uses d6 instead of d4 in its Damage Roll.

Shadow Step

You learn the basic ability for a Night Lord, Shadow Step,


you are now able to teleport anywhere in a 10 feet area from you at will, this can be done twice with a Bonus action.

Shadow Fan

Your Dagger Throw now throws 7 Daggers Instead, their damage is increased to 1d4 +4 + Twice your Dex Mod, and they inflict 1 Poison Each.

Chain Lethality

Using Lethality will now hit everyone in a 30 feet area (you and your allies excluded).

Ethereal Strike

You Lunge with your knife, Dealing 3d8 + 5 times you Dex Mod Piercing Damage, Bypasses all resistances and Immunities, cannot be Blocked. 4 Turns CD.

Friendless One

Having no face for a long time begins to have its effects, shifting your perception of the world to a darker one, this gives you the following:

  • You now deal +4 with any attack made with a dagger or feat that uses one (instead of the +2 from faceless one)
  • Bane's Cooldown is Decreased to 3 turns
  • You Deal +8 damage to Poisoned targets
  • For Each Target in your Chain Lethality's Area, it deals +3 Damage
  • You can Shadow Step 4 times with a Bonus Action
  • Stealth Can now be used in Combat.
  • Your Charisma Score is set to 8, any point that was subtracted from Charisma goes into Dexterity (can go past 20).

Predator Instinct

You gain 120 feet Blindsight.

Call Shadow

You call forth a living shadow that mimics your exact actions, replicating all your attacks and feats. this shadow is always near your right side, if your shadow is hit, it instantly disappears. 5 Turns CD.

Falling Darkness

You raise your knife, summoning hundreds of small shards of darkness to rain upon a target within 5 feet, dealing 16d4 + 10 times your Dexterity mod True Damage. 4 Turns CD.

Flash of Darkness

You inflict 1 Blind to everyone (except you and your allies) in a 60 feet area. 3 Turns CD.

One with the Shadows

While in any light below dim light, you are Completely Invisible.

Last Breath

When your health reaches 0, you won't faint, You will instead be able to keep on fighting, Either until your enemies are dead, or until your Current HP = -Your MaxHP.


At the end of the fight you Triggered Last Breath in, you will have to roll death saving throws.


If Last Breath ended prematurely by you reaching negative Max HP, you die without rolling death saving throws.


On your death, your body will dissolve into shadows, leaving no traces of your existence behind. (You can still be resurrected through magic)

Whisperer

Whisperers are a Quick and Mobile class that instead of going for a rapid kill, uses an hit and run tactic, Chipping away their enemies without losing too many HP.

The Whisperer
Level Features
3rd Rapier Mastery, Interrogator, Silver Guard
6th Balanced Landing, Mother of Whispers' Marks
10th Elegant Slash, Double Jump, Needle's Eye, Visceral Strike
12th Whispers, Disarming Strike, Mana Gun
14th Duelist Dash, Mana Grenade, Bomb Jump,
16th Whispers, Reload, Bullseye
18th Charged Shot, High-Power Barrage

Rapier Mastery

You can add twice your proficiency bonus on every attack roll made with a rapier or feats that requires the use of a rapier, after a failed attack against you, you can strike your enemy with your rapier as a reaction;


your “Dagger Throw” feat now uses d8 for its damage roll and it’s called “Rapier Throw”, it now conjures a rapier instead of a dagger, also your feats require you to hold a rapier instead of a dagger now.

Interrogator

People cannot escape your grapple, while grappling someone you can Stun them for 2 turns with a precise blow, you can also steal all of the grappled target’s money, however you cannot hit the grappled target; the grappled target will automatically escape your grapple after 2 turns; you cannot use this feat while in combat.


You can chose to grapple your target normally and not having any of the effects of this feat.

Silver Guard

You coat yourself in money, the next 3 attacks you receive have disadvantage on their damage rolls and deal half damage. 3 Turns CD.

Balanced Landing

You take half fall damage, and if you get knocked prone you don’t have to spend movement on getting up.

Mother of Whispers' Marks

You Strike a Deal with the Mother of Whispers, Allowing you to gain one of her 3 blessings:

  • Mark of the Soul: You gain 30 ft climb, climbing using this feat attaches you to the wall you are trying to climb.

  • Mark of the Shadow: While Standing completely Still you become invisible.

  • Mark of the Wraith: While in the shadows, you can teleport to another location you see that is covered by shadows.

Elegant Slash

You perform a masterful strike with your rapier, leading to a series of other slashes, dealing a total of 6d6 + 3 times your Dex Mod. 3 Turns CD.

Double Jump

You can jump up to a 15 feet height, and you can jump another 15 feet while mid-air; you can jump mid-air once, afterwards you need to land to reuse Double Jump. Double Jump also negates all fall damage when used.

Needle's Eye

You dash in a 30 feet line, striking anyone who got in a 10ft area near you for 3d6 + twice your Dex Mod Slashing damage. 2 Turns CD.

Visceral Strike

As a Bonus Action, you can enhance your next normal attack to become unmissable, and allowing it to go past any resistance and immunity. 2 Turns CD.

Whispers

You can get another of the Mother of Whispers’ Marks.

Disarming Strike

You Perform a blow with the intent of disarming your target, To not be disarmed, you target must succeed a dexterity save throw, DC = 8 + your proficiency bonus + your strength or dexterity modifier; If the target fails to succeed the save throw, it suffers 1d6 + Your str or dex modifier slashing damage and gets disarmed; If the target succeeds the save throw, it suffers 1d8 + your Str or dex modifier slashing damage.

Mana Gun

And for his neutral special, he wields a gun


You Gain the Mana Gun, a strong artifact bound to the Whisperer, allowing you to summon and unsummon it with the use of one bonus action.


The Mana Gun can shoot a beam, damaging the first creature it collides with, dealing 1d8 + Your Dex Modifier Piercing Damage, and disarming your opponent if the attack roll scores a natural 17 or more. The Mana Gun has a Max Range of 30 feet.

Duelist Dash

You dash 5 feet, then shoot 6 beams with your mana gun in rapid succession; these shots cannot disarm your opponent and deal half damage. 3 turns CD.

Mana Grenade

You throw a concentrated ball of mana that explodes on contact, dealing 3d8 + 6 force damage and disarming in a 15 feet area. You can dodge this feat by succeeding a dexterity saving throw, DC 16. 3 Turns CD.

Bomb Jump

You propel yourself forward with one of your grenades, giving you a 60 feet dash in any direction, this also inflicts to anyone in a 10 feet area near you a 20 feet knockback.

Reload

You Instantly remove all your Cooldowns. Can be used once per Long Rest. (does not refresh feats that can be used x times per rest)

Bullseye

You shoot in all your opponents' Weakspots, dealing twice the damage to everyone in a 30 feet area, bypasses resistances and immunities. 4 Turns CD.

Charged Shot

You charge up one big shot from your mana gun, after one turn of concentration, You unleash an hyper beam, Dealing 4d8 + 40 force damage in a 45 feet Straight Line. 10 Turns CD.

High-Power Barrage

You shoot 24 beams with your mana gun in rapid succession, these shots deal half the damage of a normal one, and cannot disarm your opponent. 10 Turns CD. can only be used if Duelist's Dash is not in cooldown, and puts both in Cooldown after use.

Lawkeeper

The Lawkeepers of Solan, an order of Sickle Wielding assassins, with the order of culling out any dissent amongst Solan's people.

The Lawkeeper
Level Features
3rd Sickle Mastery, Fighter Footwork
6th Censure, Headhunter
10th Oathsworn, Headhunter's Mark
12th Excommunication, Death Vow
14th Executioner, Quickened Steps
16th Purifying flames, Execution
18th Order Incarnate

Sickle Mastery

You become a master at using Sickles, this feat adds twice your proficiency bonus on every attack roll made with a Sickle, this feat’s effects also applies to spells/other feats using a Sickle(except if thrown), also you need to hold a sickle instead of a dagger to cast your spells now.

Fighter Footwork

You can perform dash and disengage as a bonus action; This feat cannot be used if you wear Medium or heavy Armor.

Censure

You dash 5 feet twice, each time dealing 2d6 + Your dex Mod slashing damage to anyone nearby. 2 Turns CD.

Headhunter

You slice the air, sending a blade of wind towards a target within 30 feet and dealing 2d6 +4 slashing damage. 1 Turn CD.

Oathsworn

You swear you will murder all those who oppose the law, gaining the following buffs:

  • Censure now has a 1 turn cooldown
  • You can Dodge with your bonus action
  • You can use Fighter Footwork with any armor
  • You can summon and unsummon your Sickle at will
  • You inflict 1 Burn with all your attacks
  • You deal x2 the damage against Chaotic Creatures
  • You gain x2 Purity points.

Headhunter's Mark

Hitting someone with Headhunter marks them, as a bonus action you can teleport behind a marked target by consuming its mark and granting your next attack against advantage, while giving a +6 to the damage roll.

Excommunication

This feat allows you to teleport in front of any target in a 15 feet area, and then slash them, dealing 2d8 + 3 times Your dex Mod slashing damage, bypasses resistances and immunities. 3 Turns CD.

Death Vow

You slice your target, dealing 3d6 + twice your dex mod slashing damage and 3 Burn, if Used Against a target with Headhunter's Mark, deals twice the damage and inflicts 5 Burn instead.

Executioner

Killing something grants you:

  • 12 HP heal;
  • +3 To your damage and attack rolls for 2 turns;
  • +2 Stack to your next inflicted debuff.
  • +2 Purity Point

You also lose 1 tier of exhaustion and insanity each 3 kills.

Quickened Steps

You can Dash twice per turn for free, and disengage is always free.

Solan's Flames

Your Sickle is now aflame with the White flames of Solan, all your attacks deal +8 Fire damage, bypass all resistances and immunities, and all the Burn you inflict is doubled and converted into White Burn.

Execution

You sentence to death a target in a 10 feet area, if it has less than 40 HP it instantly dies, else you deal half of its HP as damage, reaching 0 HP by this feat's damage instantly kills you.


This feat can be used once per long rest, but doesn't go in cooldown if it kills its target.

Order Incarnate

As your HP reach 0, instead of getting knocked unconscious you can restore half of your MaxHP and continue fighting, you also get double the buff of Solan's Flames for 3 turns.


This feat can be used once per long rest.

Prosthetic Warrior

The Prosthetic Warrior
Level Proficiency Bonus Features
1st +2 Prosthesis
2nd +2 Handle Strike, Mercenary Carry
3rd +2 Action Surge, Prosthetic Style
4th +2 Ability score Improvement
5th +3
6th +3
7th +3
8th +3 Ability score Improvement
9th +4
10th +4
11th +4
12th +4
13th +5 Ability score Improvement
14th +5
15th +5
16th +5
17th +6
18th +6 Ability score Improvement
19th +6
20th +6

Prosthetic warriors are an extremely peculiar class of fighters who diffused around the world after the arrival of the Unknown, they are known because of their prosthesis and their strange weapons, made out of an auto repairing metal.

Class Features

As a prosthetic warrior, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple, Your Starting Weapon
  • Tools: Prosthesis Maintenance Tools

  • Saving Throws: Dexerity, Intelligence
  • Skills: Choose three from Athletics, Acrobatics, Perception, Survival, Insight, Investigation, Sleight of Hand, Medicine

Equipment

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

Prosthesis

You have a missing arm substituted with a prosthesis, granting you the following:

  • The prosthesis allows you to use 1d4 + your dexterity modifier for unarmed strikes;
  • The Prosthesis grants +1 AC and weights 10 lb.;
  • The Prosthesis is made out of a special metal, which can repair itself over time: The Prosthesis can fully repair itself after 8 hours if completely destoyed, 4 hours if you lost only your forearm, 2 hours if you only lost your hand, and 10 minutes per finger lost, if the arm regenerates itself after being completely destoyed that also counts as doing maintenance.
  • The Prosthesis requires maintenance once a week, that if skipped, gives you disadvantage on each throw you do that involves The use of it; after 1 month of skipped maintenance, your prosthesis stops working until it gets maintenance.

Handle Strike

You strike a target using the handle of your weapon, inflicting 1d4 + your Dexterity modifier bludgeoning damage 1 Vulnerable

Mercenary Carry

You cannot become over encumbered from carrying something, unless it weights 3 times more than what your carrying capacity allows you to carry.

Action Surge

This feat allows you to have one extra action on your turn. Can be used once per Rest.

Prosthetic Style

You choose a Prosthetic Style to Adapt, Your choice grants you features at levels 3, 6, 10, 12, 14, 16, and 18.

Samurai

Samurais are Katana users, their style is a mix between speed and strength.

The Samurai
Level Features
3rd Katana Mastery, Triple Slash
6th Flowing Counter, Blade Flash, Disarming Strike
10th Calm Mind, Flash Step, Faster Drawing
12th Flashing Strike, Shallow Reversal
14th Demonic Unseal
16th
18th Demon Form

Katana Mastery

You can add twice your proficiency bonus on Attack Rolls Made with a Katana, using a feat That involves the use of a katana also Counts for this feat. Handle strike now uses 1d6 for its damage roll.

Triple Slash

After you successfully land a blow on someone, You can use this feat to attack two more times but they deal half their damage. 3 turns CD.

Flowing Counter

This feat can be used as a reaction to counter any kind of attack you receive, Redirecting half of the damage (rounded by excess) to the attacker and Reducing the damage you would take to 0. 4 Turns CD, can also counter ranged attacks.

Blade Flash

In the blink of an eye, you strike a target within 30 feet with your katana, dealing 1d8 + twice your proficiency bonus + your dexterity modifier. Uses a Bonus Action, 3 Turns CD.

Disarming Strike

You Perform a blow with the intent of disarming your target, To not be disarmed, you target must succeed a dexterity save throw, DC = 8 + your proficiency bonus + your strength or dexterity modifier; If the target fails to succeed the save throw, it suffers 1d6 + Your str or dex modifier slashing damage and gets disarmed; If the target succeeds the save throw, it suffers 1d8 + your Str or dex modifier slashing damage.

Calm Mind

You Calm your Mind, enhancing every Roll (except damage) you make with half your proficiency bonus for 3 turns. You can also use a bonus action to change Calm Mind's Bonus to your full Proficiency Bonus for your next attack. 3 Turns CD.

Flash Step

Your Dash action becomes an instantaneous Teleport, and you can dash with your bonus action.

Faster Drawing

You can sheathe/unsheathe your weapon without using actions; you gain +1 bonus action.

Flashing Strike

You Sheate your Sword, lunging towards a target within 45 feet instantly, dealing 2d6 + thrice your proficiency bonus + your dexterity modifier Slashing Damage. 3 turns CD.

Shallow Reversal

You perform an unmissable attack that Goes through any form of defense, dealing 2d8 + Thrice your proficiency bonus + your dexterity modifier. This feat deals x2 Damage against Vulnerable Targets. 3 Turns CD.

Demonic Unseal

You unlock the True Strength of your Katana, unsealing the Demon locked within it, granting you the following buffs:

  • Your sword becomes a Demonic Katana
  • You gain +1 Action
  • You can use Action Surge twice per Long Rest.
  • Your Prosthetic Arm No longer Requires Maintenance, and becomes indestructible
  • Your feat “Handle Strike” now uses 1d8 + half your proficiency bonus + Dex Mod for its damage roll
  • You learn infernal language, if you already knew it, you can choose any other language
  • You can choose 1 Demon to be unsealed from your sword, Grating you one feat as you choose, and other 2 feats at 16th and 18th level.
Demon Feats (in order of obtainment)
The Unending Flame Blazing Soul, Undying Flame, Purgatory
The Azakana Demonic Mask, Spirit Cleave, Rashomon
The Fallen Moon God's Blessing, Blackout, Oblivion
The Soul Eater Altrum's Flame, Reaper's Toll, Darkest Hour

The Unending Flame

Blazing Soul

Put Your Hearth Ablaze!


The Unending Flame Envelops you, Granting you:

  • All your attacks inflict +2 Fire Damage and 2 Burn.
  • Your Prosthetic Arm becomes enveloped in flames, and you can, as a bonus action, release a 15 feet cone of flames from it, Dealing 25 Fire Damage and 5 Burn.
  • You inflict on yourself the same Burn you inflict to your enemies, but instead of damaging you, Burn heals you. (only Burn heals you, not its variants)
  • You become immune to Fire Damage.

Undying Flame

When you reach 0 or less HP, you instead go to 1 hp, gain 35 TempHP and all your attack deal +8 fire damage on top of their normal damage for 6 turns. This feat can be used once per long rest.

Purgatory

While Below half of your HP, you can release all your strength in a single blow, putting your swords ablaze, You unleash an enormous twirl of fire while dashing towards your target, instantly killing them. You can also use this feat when your are at 0 HP instead of getting knocked unconscious, however if used this way, you will have disadvantage on 2 death saving throws. Can only be used once per long rest.

Demon Form

You unleash the complete power of the Unending Flame, Enveloping your entire body if fire for 5 turns, you gain:

  • All your Burn Inflicted is Doubled
  • All your normal attacks's type is converted to half Fire and half Physical
  • All the Creatures within 30 feet from you suffer 5 Burn at the start of their turn
  • All the Creatures within 10 feet from you become Vulnerable to Fire Damage, this also removes resistances and immunities to it
  • You become immune to Burn's Variants.

Can be used once per Long Rest.

The Azakana

Demonic Mask

One to Cut, One to Seal


The Azakana Forever Binds to your face, Granting you:

  • You Gain a Red Demonic Mask over your face, which grants you 160 Feet Blindsight
  • Your Prosthetic Arm changes into a Transpared Red Spirit Arm
  • Your Demonic Katana Splits itself from your original Katana, Granting You two swords
  • Attacks made with your Normal Katana deal +6 Damage, and Attacks Made with your Demonic Katana deal x2 damage to Fiends and bypass Resistances and Immunities.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Spirit Cleave

You cleave with your Demonic Katana in a 15 feet cone in front of yourself, dealing 25 True Damage, and gaining 5 TempHP for each Creature hit (10 if you hit a single creature). 3 Turns CD.

Rashomon

You Dash Forwards while holding both your blades, dealing 2d12 + 60 True Damage in a 15 feet straight line. This Attack Deals x2 Damage to Fiends, Ignores Resistances and Immunities, and always hits. 12 Turns CD.

Demon Form

You split your Soul from your body, turning into your Demon Form for 5 turns, this grants you:

  • Your body becomes invulnerable to damage and cannot move, and your Spirit acts in your place (Hitting your Spirit damages you as normal)
  • You Deal x4 Damage to Fiends, and have Resistance to all their Damage
  • You Gain Twice the TempHP from Spirit Cleave
  • All of your attacks have both your Normal and Demonic Katana's Buffs
  • When Demon Form ends, Deal the Total Damage you dealt while it was active split amongst everyone you hit in Demon Form.

Can be used once per Long Rest.

The Fallen

Moon God's Blessing

The Moon-Good, Thanasius, Grants you the power of Corruption:

  • Your Demonic Katana inflict 1 Cursed with all of its attacks
  • You permanently gain the effects of Evil Enchant, and become immune to them (doesn't take up the enchant slot but you cannot have double Evil, also doesnt give you the chance to inflict Hexed that normally Evil Enchant has)
  • You become immune to Cursed and Hexed
  • You become Resistant to Necrotic Damage, if already resistant to it, you instead become immune
  • You can become an Amorus for free
  • Metrom's Amulet will heal you instead of damaging you
  • Your Prostethic Arm becomes enveloped in corruption, Growing Spikes, Teeth, and Eyes on it, as a Bonus Action, you can hit someone with your arm, dealing 8 Necrotic damage and inflicting 1 Hexed if the target was Cursed.
  • You gain x2 Corruption Points.

Blackout

You Lunge with your Katana at your target, locking their last used ability for 8 turns, and incresing all their Cooldowns by 1. If you use Blackout before the enemy had a chance to use an ability, it will instead lock the next ability used. 8 Turns CD (immediately starts).

Oblivion

You perform an Heavy Slash in the air and, momentarily after, the entire enemy team is rapidly slashed down by thousands of cursed Slashes, inflicting Half of their MaxHP as Necrotic damage, 3 Cursed and 2 Hexed. 10 Turns CD. If your opponent has more than 1000 MaxHP, Oblivion deals 250 True Damage instead. Uses all your actions. (unaffected by Hexed)

Demon Form

You let Thanasius's Curse take hold of your body, gaining 12 Wings of Black and Purple Corrupted Energy which grant you:

  • You start the transformation in offensive mode, dealing x2 Damage with all your attacks (Oblivion will only deal 75% HP damage or 350 True Damage if the opponent has more than 1000 MaxHp)
  • If you are inflicted 12 Debuffs in your offensive mode, you switch to defensive mode, losing the Black Energy in your wings and all previous buffs, but gaining resistance to all damage, and inflicting half of the melee damage you take back to the attacker.

The Soul Eater

Altrum's Flame


The Unending Malice of Altrum sets foot in your Heart, Granting You:

  • You Gain the Soul Rip Feat
  • By using a Bonus Action, you can imbue your Demonic Katana in Dark Flames, adding +3 Fire and +2 Necrotic Damage and 2 Dark Burn on hit until dismissed.
  • If you hit a target that has 10+ Dark Burn while your sword his imbued with it, you inflict 2 Green Burn instead
  • Your Prostethic Arm is now covered in Dark Flames, and can absorb Green Burn to heal yourself by 10 HP for each stack absorbed.
  • You get x2 Malice Points.

Soul Rip

You can rip the soul out of unconscious beings by touching them and concentrating for 2 turns. Doing so grants you a Rune, You can have up to 16 runes, they are shown on your arms and are visible through your Armor. As a Soul Eater you can use them to:

  • Enter a “Rune Berserk” state for 3 turns, in which you will inflict + your proficiency bonus damage, and receive - your proficiency bonus damage, cannot be disarmed, and have advantage on strength rolls.
  • You can eat runes to replenish your hunger and thirst
  • You can use 1 rune to heal 8 HP while not in combat.

To Gain a rune from Soul Rip, your target must have a soul.

Reaper's Toll

You Raise your arm, instantly absorbing the souls of any unconscious being that has one, Killing them. for each soul absorbed, You gain 1 Rune, and heal 15 HP. You also absorb all the Green Burn on your targets, adding it to your next attack, plus a +2 to that attack's Damage and Attack roll for each stack of Green Burn Absorbed. 10 Turns CD.

Darkest Hour

You use your Blade to Cut through space in front of you, creating a portal straight to the Alter, from which 6 Evil Eyes will emerge to aid you in your battle, and, while the portal is up, you gain 2 Runes per turn, and your Rune Berserk Last indefinetly and gives twice the buffs. The portal lasts 5 Turns. This feat can be used once per Long Rest.

Demon Form

You let Altrum's Unending Malice consume your Heart, transforming you in an Alter for 5 turns, you gain:

  • You are under Rune Berserk for the entirety of the transformation
  • You gain 1 Rune everytime you hit someone
  • You can eat 1 Rune as a Bonus Action to heal 15 HP
  • You gain +1 to all your Attack and Damage Rolls based on how many runes you have.

Can be used once per Long Rest.

Shinobi

Shinobis are the Tanto users, they focus on being both fast an very mobile, like an assassin.

The Shinobi
Level Features
3rd Tanto Mastery, Stealth, Fighter Footwork, Superior Agility
6th Lesser Bane, Shuriken Throw, Lethality
10th Grapple, Owl Slash, Feather Fall
12th Shadow Rush, Flash Step, Resurrection
14th Shura, Autumn Rain, Cruel Wind, Rising Cloud
16th Unbreakable Bound, Flash Recover
18th Mortal Blade, Immortal Resurrection

Tanto Mastery

You can add twice your proficiency bonus on every attack roll made with a Tanto, this includes Feats that requires the use of a Tanto; also, attacking a Target who cannot see you deals twice the damage.

Stealth

You Concentrate, and become transparent, Granting you +6 to your Stealth Rolls as long as you maintain concentration. Any attack used during Stealth will inflict +6 damage and end Stealth. Can only be used outside of Combat.


You gain proficiency in the "Stealth" Skill.

Fighter Footwork

You can perform dash and disengage as a bonus action; This feat cannot be used if you wear Medium or heavy Armor.

Superior Agility

You now move with superior dexterity, you gain 5*your dexterity modifier feet to your walking speed, this bonus also applies to swimming, flying, and climbing speed if you have them.

Lesser Bane

As a Bonus Action, you can Instantly teleport behind a target within 15 feet. 3 Turns CD.

Shuriken Throw

As a Bonus Action, You can conjure 3 Shurikens out of thin air and throw them, dealing 1d4 + Your Proficiency Bonus + your Dex Mod slashing damage to up to 3 targets in a 30 feet area. 2 Turns CD.

Lethality

You swing your Tanto with masterful precision, slicing your target multiple times, dealing a total of 10d4 + 5 times your Dex Mod. This feat instantly kills anything with 0 or less hp. 3 Turns CD.

Grapple

You learn to use your prosthetic arm to its finest, You can now throw a grapple, this grapple’s length is 90 feet. The grapple is made of the same metal of your arm, amd it will regenerate itself at a rate of 10ft. each 10 minutes if broken. Throwing the grapple will take you to whatever you aimed at, if your target Weights less than three times your weight, you can instead pull both 25 feet in the air, and make your next move always hit. Grapple uses a Bonus Action.

Owl Slash

After you successfully grapple on anything, you can strike it for 1d10 + thrice your proficiency bonus + your dex mod slashing damage; If your target hits 0 or less hp by this feat's damage, it instantly dies. 1 Turn Cooldown.

Feather Fall

You can no longer take fall damage.


You also gain +1 action and +1 bonus action as you gain this feat.

Shadow Rush

You rush up to 15 feet towards your target while holding your Tanto, slashing them for 1d6 + your dex mod slashing damage, then you your target As a trampoline and propel yourself 25 feet in the air and strike again, For 2d6 + twice your proficiency bonus slashing damage. You can use this feat while you already are mid-air, dealing 3d6 + twice your proficiency bonus slashing damage instead. 3 Turns CD.

Flash Step

Your Dash action becomes an instantaneous Teleport, and you can dash with your bonus action.

Resurrection

When you hit 0 Hp, You can use this feat instead of going unconscious, restoring half of your HP, and adding 1d4 + your proficiency bonus fire damage to every attack you make for three turns. Can be used once per Long Rest. Killing an Humanoid resets this feat's CD.

Shura

Your thirst for Blood knows no bounds, in your bloodshed, you absorbed the power from all the creatures you felled, gaining:

  • Your Can summon and unsummon a Wakizashi and your Tanto at will
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • You gain x2 Corruption points
  • Shadow Rush and Lesser Bane's Cooldowns are reduced by 1 turn
  • Your Tanto now uses 1d8 for its damage roll
  • You can summon back your Tanto for free if you get disarmed/throw it
  • Your base AC changes to 15 + Your Dexterity Modifier, but armors no longer affect it.

Autumn Rain

You can now jump while mid-air, and your jumps can now reach 15 ft. of height;


Shuriken throw now uses a d6 for its damage roll, and can be used for free on grappled targets.

Cruel Wind

You spin your Tanto and Wakizashi around, dealing 2d6 + twice your proficiency bonus + your dex mod to anything 10 ft. or closer to you; this feat gives an extra use of Rising Cloud for your current turn.

Rising Cloud

You summon a gust of air and send your target flying 20 ft. above ground. You can use this feat twice per turn for free, and you can use grapple for free after the first rising cloud.

Unbreakable Bound

Your prosthetic arm and your grapple are now indestructible and no longer need maintenance.

Flash Recover

You can teleport to whenever your Tanto or your Wakizashi are; using this feat while in combat takes one bonus action.

Mortal Blade

Your Tanto and Wakizashi Become imbued with the Essence of Death itself, allowing you to slaugher even immortal beings.


Any Attack dealt with your Tanto or Wakizashi gain an extra 1d6 +2 necrotic damage to its attacks, and something killed by your Tanto cannot resurrect or come back to life ever.

Immortal Resurrection

Resurrection can be used twice per Long Rest.

Adjudicator

The Scythe wielders, Adjudicators are the inverse of Lawkeepers, while one is a tool to enforce order, the other is an incarnation of Chaos, born to spread Death across the lands.

The Adjudicator
Level Features
3rd Scythe Mastery, Agility, Adjudicator Footwork
6th Silence, Life Hunter
10th Reaper, Night Shroud
12th Pursuit, Dismember
14th Soul Reaper, Ensnare, Binding Chain
16th Chain Grapple, Pain Split
18th Death's Subordinate, Chain Burial

Scythe Mastery

You can add twice your proficiency bonus on Attack Rolls Made with a Scythe, using a feat That involves the use of a Scythe also Counts for this feat; Handle strike now uses 1d6 for its damage roll.

Agility

As a bonus action, you can add 5 times your dexterity mod to your speed, 3 Turns cd.

Adjudicator's Footwork

You can perform dash and disengage as a bonus action.

Silence

You dash 5 feet twice, each time dealing 2d6 + Your dex Mod slashing damage to anyone nearby. 3 Turns CD.

Life Hunter

As a bonus action after a successful attack, you can mark your foe for 4 turns. You can teleport behind a marked target and strike them as a bonus action, dealing your weapon's damage +5.

Reaper

Your affinity to death increases, granting you the following:

  • Each Time you kill someone, you recover half of the killing blow's damage as HP
  • Each Time you kill someone, all your current CDs are lowered by 1 turn
  • Each Time you kill someone, your next attack will have a +3 to both its damage and attack roll
  • Each Time you kill someone, Agility has its cd voided
  • You gain +1 Action.

Night Shroud

You become one with the Night, this grants you the following:

  • Agility now lasts 3 turns and grants invisibility for its whole duration, however performing any offensive action will make you briefly visible.

While in Night Shroud, your feats become empowered:

  • Silence: Using Silence while under the effect of Night Shroud gives +2 damage to the first 2 dashes, and adds a third dash that deals 2d10 + dex mod +2 slashing damage, ends Night Shroud and marks all hit creatures, allowing the use of Life Hunter's Teleport Strike.
  • Life Hunter: Your Teleport Attack on a marked target, voids Night Shroud's CD.

Pursuit

You dash 10 feet in a straigth line, dealing 2d8 + dex mod slashing damage to anyone in the area. 2 Turns CD.


Night Shroud: While under Night Shroud, Pursuit deals half damage but can be used indefinitely with only 1 action until you fail your attack roll.

Dismember

By using an action, you strike down your target with your Scythe, dealing 2d6 + dex mod Slashing damage and healing for half of the damage you dealt.


Night Shroud: Your attack deals an extra +8 necrotic damage.

Soul Reaper

Your Affinity towards death become absolute, granting you the following:


Killing someone grants you their soul, you can hold up to 6 souls at a time and you can use them to:

  • Heal 2d8 +8 HP;
  • Empower Certain Feats;
  • Add +6 to your next attack and damage roll;
  • Reset 1 of your feats' cooldown;
  • Gain 1 Action (4 turn CD);
  • Gain Advantage on your next roll.

You gain +1 Bonus Action

Ensnare

Your Cast an Ensnaring Chain to a target within 10 feet, that target has to succeed a Constitution Saving Throw, DC 8 + your dex mod + your proficiency bonus, Becoming Restrained for 1 turn on a failure. You can use 1 Soul to empower your chain, allowing it to also pull your target in front of yourself. 3 Turns CD.


Night Shroud: Your Target has Disadvantage on the Saving Throw.

Pain Split

You change yours and your target's HP% to an average between them by using a soul. 12 turn CD. (example: you are at 50% HP and your target is at 100% HP, Pain Split will bring both of you to 75% HP)

Binding Chain

You Cast a Binding Chain towards a target within 15 feet, both you and your target cannot be further than 15 feet away from the other for 2 turns, or your target will be teleported right in front of you. 3 Turns CD.


Night Shroud: You instead cast the chain below your target, shackling them to a 15 feet area for 2 turns, if the shackled target leaves the area, they suffer 2d8 + 12 Necrotic Damage that goes past Resistances and Immunities.

Death's Subordinate

On Your Death, you will Resurrect at Half HP, and all your attacks will deal +6 Necrotic Damage for 6 turns, also all the effects that should vanish on your death remain, and are doubled for 3 turns. While this feat is not in cooldown, reaching 0 HP instantly Kills you. This feat can be used once per long rest.

Chain Burial

You fully exhaust the power of a soul onto your target, it has to roll a Constitution Saving Throw, DC = 8 + prof bonus + dex mod, suffering 1d12 + 65 Necrotic damage on a failure, or half as much on a success; This feat Instantly kills your target if it is below Half HP, locking it in a coffin of chains and burying them underground. This feat uses all your actions, a soul and has a 12 turn cd.


Night Shroud: Your Target has disadvantage on the saving throw, ends Night Shroud prematurely.

Warlock: Altrum

Expanded Spell List

Altrum lets you choose your Warlock spells from the Arcanist spells table, and lowers those spells' levels by 2 (anything from level 0 and below counts as a Cantrip). He also grants you the ability to learn one God Spell of your choice at levels 9, 12, 16 and 20, and to cast them as 5th level spells. You can also choose God Spells as spells for your Mystic Arcanum feat

Dark Spells

Starting at 1st level, Altrum alters every offensive spell you cast and turns half of its damage to necrotic, also, all your offensive spells inflict 2 Dark Burn.


Gaining this feat also makes you learn the Abyssal language if you didn't already know it.

Darkness Resistance

At 6th level, your affinity to dark spells increases, giving you resistance to Necrotic damage and immunity to effects that locks your ability to cast spells.


Your resistance to Necrotic damage becomes an immunity at 12th level.

Altrum's Blessed

At level 10, Altrum recognizes your strength and grants you further blessings:

  • You gain the ability to traverse any reflective glass surface to enter the Hall of Mirrors while not in combat, Altrum will also bestow you control over a maximum of 2 Evil Eyes each time you visit;
  • All Your Patron's Spells are considered 9th level against Counterspell or any effect that is affected by spell level;
  • All your offensive spells inflict 2 Green Burn if used against a target with 10+ Dark Burn.

Dark Master

Starting at 14th level, your mastery over Dark Spells reaches its maximum extent, allowing you to bypass any necrotic resistance or immunity, and all the necrotic damage you deal is doubled.

Pact Boon

Pact of the Wraith

Prerequisite: Altrum Patron


You gain the ability to summon the Wraith Knights' Helmet and the Wraith Knight's Armor on yourself and gain proficiency with them, those override your previous equipment until you dismiss them, or until you die.

Soul Rip

You can rip the soul out of unconscious beings by touching them and concentrating for 2 turns. Doing so grants you a Rune, You can have up to 16 runes, they are shown on your arms and are visible through your Armor. As a Warlock you can use them to:

  • Enter a “Rune Berserk” state for 3 turns, in which you will inflict + your proficiency bonus damage, and receive - your proficiency bonus damage, cannot be disarmed, and have advantage on strength rolls, but you will lose control of yourself, attacking the nearest creature, and suffering a 1d4+6 Necrotic damage at the berserk's end.
  • You can use a number of runes equal to the spell's level to cast it for free

To Gain a rune from Soul Rip, your target must have a soul.

Eldrich Invocations

Arcane Initiate

Prerequisite: 5th Level


You gain the Snap of Any level 1 or 2 Arcanist Spell you know as a cantrip

Arcane Breakthrough

Prerequisite: 15th Level


You can cast the Snap of any Godspell from the Arcanist spell table you know as a level 8/9 spell for your Mystic Arcanum.

Rune Mastery

Prerequisite: Pact of the Wraith, 12th Level


Your runes no longer make you lose control and no longer harm yourself, you can now float up to 1 feet above ground, you can now resist death by using a rune (you will still die by failing three times a death saving throw), and you gain 30 feet climb speed.

Cleric: Miracle Domain

The Deity of this Domain is The Prince of Cures.

Subjugation Domain spells

Chosing this Domain lets you choose your Cleric spells from the Arcanist spells table, and lowers those spells' levels by 2 (anything from level 0 and below counts as a Cantrip). This also grants you the ability to learn one God Spell of your choice at levels 9, 12, 16 and 20 as 5th Level spells.

Miracle Worker

Starting at 1st level, you become a follower of the Prince of Cures and gain the following features:

  • You gain Proficiency with medium Armor;
  • All your weapons and armors you are currently wearing gets replaced with a copy of the Prince’s Holy Artifact, the Sanctum Spear(which also works as an Arcane Focus and Holy Symbol) and the Church Knights' Set (Helmet and Armor);
  • The Prince grants you a fraction of his power and gives you the ability to cast Dolor and Decima as cantrips;
  • Creatures affected by your healing will recover from being unconscious after 1 turn;
  • Having this Domain bind you in a perpetual Covenant with the Prince of Cures;
  • Optional: Your Channel Divinity: Turn Undead and Destroy Undead only affects humanoids instead of Undead.
  • You gain 8 MaxHP.

Dolor

Cleric Cantrip


  • Casting Time: 1 action
  • Range: 160 feet
  • Components: S, M (6 HP per target each turn)
  • Duration: Concentration

You Invoke The Healing Powers of the Prince of Cures in Your Hand, Casting Golden Rays on as many targets as you want, Healing 10 HP each turn using your own life force.


Snap: You instantly heal 25 HP to as manu targets as you want, at the cost of 15 HP per target healed.

Decima

Cleric Cantrip


  • Casting Time: 1 action
  • Range: Self (10 feet area)
  • Components: S, M (10 HP)
  • Duration: Instantaneous

You Invoke Healing Power using your Life Force and create a Golden Area below you that will last 3 turns and heal 5 HP to whoever ends their turn inside it.


Snap: You Collapse the Area, anyone inside becomes Tethered to you for 3 turns.

Channel Divinity: The Prince's Miracle

Starting at 2nd level, you can use your Channel Divinity to invoke a Miracle from the Prince of Cures.


As an action, you raise your Sanctum Spear, Removing all the debuffs from a number of targets equal to your proficiency bonus, and inflicting them to one other target.


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Prince's Bishop

Starting At 6th Level, your Faith to the Prince of Cures increases, this grants you the rank of Bishop in the Prince's Church and also the following:

  • You can no longer take off your Armor/helm;
  • Your Armor will clean itself over time;
  • You are now immune to psychic damage;
  • You can eat food and drink water by absorbing them through your armor;
  • You now gain blindsight for 60 ft, after which you can still normally see, because your helmet works as an eye;
  • Your Armor's AC is now 16 (the helm still gives a +1, making your total AC 17);
  • You can no longer age by any mean, you also become immune to necrotic damage;
  • Your Armor and helmet are now blue;
  • Damage taken by a recipient of your Dolor will be transferred to you, so long as Dolor remains active while they are taking damage.
  • You can see the MaxHP, current HP and TempHP of any creature you can see;
  • If your personality, ideals, bonds or even flaws conflict with your role as a servant of the Prince of Cures, they shift into something that doesn't;
  • The Prince grants you another fraction of his power and gives you the ability to cast Judicum and Tributum as cantrips;
  • You gain 10 MaxHP;
  • Dolor and Decima's HP requirement is halved (rounded down).

Judicum

Cleric Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You Invoke The Powers of The Prince to create a swarm of 10 Light Piercers on your target, those Light Piercers deal Your Charisma Modifier as True Damage and cannot miss.


Snap: You Summon a single Chained Light Piercer and cast it to a target, chaining them to the ground for 3 turns, making them unable to move 10 feet from where they were hit and giving them disadvantage on dodges.

Prince's Cardinal

Those closest to His name, and those who can directly hear His voice. They head Churches, and call upon the aid of the Prince to carry out his judgement


Starting at 10th level, your Faith to the Prince of Cures is now well renowed, this grants you the rank of Cardinal within his church and the following:

  • Your Armor and your helmet totally fuse with Your body, giving you the sense of touch even Through your Armor, this also means that you now are unarmored, but You can’t wear any Armor (You now are a living Armor and you are classified as an humanoid);
  • Your gain Trusight equal to your Blindsight;
  • Your AC becomes 19 (the helmet doesn't count anymore towards your AC) and you can’t make it higher in any way;
  • You can now talk telepathically with someone you are touching, you can also Stun for one turn by using an action to touch the creature;
  • You learn the Snaps of all the spells the Prince granted you trough feats;
  • You gain 12 MaxHP;
  • All Your Domain's Spells are considered 9th level against Counterspell or any effect that is affected by spell level.

Tributum

Cleric Cantrip


  • Casting Time: 1 action
  • Range: 60 feet (15 feet area)
  • Components: S
  • Duration: Instantaneous

You Invoke The Powers of The Prince to summon a 15 feet shockwave anywhere in a 60 feet area, anyone caught by the shockwave is inflicted 3 Tethered and suffers 12 Force Damage.


Snap: Remove Tethered from all your enemies and deal all the Damage remaining as Piercing Damage to them.

Transfiguration

Starting at 17th level, your Faith to the Prince of Cures is now absolute, awarding you with the gift of transcending your human form and becoming one of the Prince's Lesser Seraphs:

  • You can no longer feel pain;
  • You no longer need food or water;
  • You do not suffer fall damage anymore;
  • You Gain Climb 30ft and you swim at the same speed you walk
  • You no longer need to breath;
  • Your hair grow long enough to come out of the helmet and becomes lilac;
  • Your body will shift its appearance to be similar to a normal human being: You will lose your racial appearance (example: if you are a kenku, you lose your beak, if you are a tortle, you lose your shell, etc.) however scrooms won’t lose their appearance;
  • You gain the ability to shift your armor into whatever you please, and it will still have its full effects, no matter how you shape it, you can also shape it to uncover part of your body, removing the helmet will give you a red halo instead;
  • Your personality, ideals and bonds are no longer altered by the Prince;
  • You gain 20 MaxHP.

Cleric: Subjugation Domain

The Deity of this Domain is Solan.

Subjugation Domain spells

Chosing this Domain lets you choose your Cleric spells from the Arcanist spells table, and lowers those spells' levels by 2 (anything from level 0 and below counts as a Cantrip). This also grants you the ability to learn one God Spell of your choice at levels 9, 12, 16 and 20 as 5th Level spells.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Insight Skill.

Holy Chains

Starting at 1st level, you can inflict 1 Restrained to one (two at level 4) target of your choice, binding them in Holy Chains. You can also use your bonus action to inflict 2d6 radiant damage to any target you Restrained.


All the radiant damage you deal is doubled when inflicted to fiends or the undead.

Channel Divinity: Solan's Presence

Starting at 2nd level, you can use your Channel Divinity to exert a menacing presence over others.


As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or suffer 3 Restrained

White Flame Charge

At 6th level, your faith in Solan grows, and you get rewarded with his holy fire.


You can Imbue your weapon with White flames, adding 2d6 radiant damage to any blow dealt with said weapon for 3 turns and makes them suffer 1d6 radiant damage per turn for 3 turns, each tier of corruption your target has also amplifies this damage for a +3 per corruption tier; if your target has no tiers of corruption, you can deal extra damage based on their alignement, example: chaotic evil = anathema and will make your opponent recieve +12 radiant damage.


If you manage to get the Sealed Sword, you will gain the ability to use its Charged Blow, and Resolve Charged Blow even if you are not a Sigil Knight (Resolve Charged Blow has a 12 Turns CD).

White Flame Expurgation

At 8th level, while your weapon is imbued with the white flame charge, as an action you can plunge it in the ground, and each creature of your choice within 30 feet that you can see must succeed on a Wisdom saving throw, suffering 3 Restrained on a failure. 6 Turns CD.


All Creatures you inflict Restrained to also suffer Radiant Damage and White Burn equal to Restrained each turn.

Holy Possession

Starting at 17th level, as a bonus action you can try to take control over the mind of a target who has been Restrained by you, the target has to roll a Wisdom saving throw or become under total control of this feat's user until they decide to dismiss the spell, or until they die.


While controlling someone with this feat, your main body faints and you awaken in the target's body, when the possession ends your consciousness returns to your main body.


This feat can be used once per Long rest if you succeed to possess your target, but it can be used again after 3 turns on a fail.

Dzin


Once were people of mystic will,

Who meditated on mountains and hills,

They opened their eyes,

Saw naught but lies,

And went blind, from then, till."


-Poems from Gaia, Dzin

A Dzin

Description

Dzins (Pronounced Jins) are a humanoid race, known in the land for having powerful prowess in their eyes. They excel in situational awareness, avoiding attacks, and resisting mental damage.

Appearance

Dzins typically have dark red skin, orange eyes, and brown hair. They also have a rarer variant in which they have blue skin, blue hair and purple eyes.

General informations


Age: Dzins Age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet


Languages: Common

Abilities

  • +2 Wisdom, +1 Dexterity

Iron Mind

You are immune to any magic inducted mental condition, immune to any psychic attacks, immune to being Charmed, Frightened, and immune to Insanity.

Darkvision

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 discern colors in that darkness as shades of gray.

World’s Pulse

You can close your eyes and concentrate, gaining 35 feet TrueBlindsight. You, however, can only use this power for about 20 minutes per long rest, leading you to Blindness in 2 Stages if abused:

  • 1st stage: You begin to lose your sight, your vision dims and you see everything a stage darker than it actually is; this stage is obtained after abusing world’s pulse once, it stays for around a week but can be cured with restoring spells, and you can continue to use world’s pulse for another 20 minutes without further drawbacks, unless you break the 20 minutes limit again.
  • 2nd stage: You see absolutely nothing except whatever World’s Pulse lets you see; this stage is obtained after abusing World’s Pulse while having the 1st stage of blindness and can only be cured with magic.

6th Level:

Awakened

You open the third eye on your forehead, allowing you to automatically succeed the next 2 saving throws and to dodge the next 2 attacks you recieve. 10 Turns CD.


15th Level:

Third Eye

You Master your abilities as a Dzin, Gaining:

  • World's Pulse's range is now 1 mile, you can freely use it without any drawback, and you don’t need any concentration to use it, allowing you to use World's Pulse with your eyes open.
  • Awakened, Grants you one more dodge and one more assured saving throw

Vind


Keepers of Sky,

Wild and Free,

Keep watch of our lands,

Down to the deep blue sea."


-Ballad of Keepers of Sky, Stanza 1

A Vind

Description

Vinds are a wind-based humanoid race that possess the ability of redirecting magical effects with tempestuous winds.

Appearance

Vinds have lavender skin, light pink/Magenta eyes, and grey hair.

General Information


Age: Vinds' life duration is around 120 years.


Alignment: Towards Good.


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Skyian

Skyian

Skyian is a variant of Common mainly used in the Sky Islands inhabited by the Vinds and Fischerans.

Abilities

  • +2 Intelligence +1 Dexterity

Sky’s Sailors

You have an unnatural wind-elemental blood, this grants you +3 damage with wind spells, you cannot get permanent scars and cannot become a vampire (vampires cannot even feed on vinds, their blood acts like a poison).

Tempest soul

You can use your reaction to completely counter a magical attack directed at you, redirecting its damage to the caster. 6 Turns CD.


15th Level:

Tempestous Winds

You mastered the use of Tempest Soul, it now lasts 1 whole turns once used. (when used as a reaction it will last until the start of your turn)

Fischeran


Keepers of Sky,

Wild and Free,

Keep watch of our lands,

Down to the deep blue sea."


-Ballad of Keepers of Sky, Stanza 1

Sea Green Fischeran

Description

Fischerans are a gelatinous humanoid race that possess abilities that allow themselves to use their peculiar composition to avoid damage;

Appearance

There are three Fischeran variants: sea-green, teal, and pink. Fischerans have eyes and hair that match their skin color.

General Information


Age: Fischerans' life duration is around 120 years.


Alignment: Towards Good.


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Skyian

Skyian

Skyian is a variant of Common mainly used in the Sky Islands inhabited by the Vinds and Fischerans.

Abilities

  • +2 Dexterity, +1 Constitution

Sky’s Sailors

You have an unnatural wind-elemental blood, this grants you +3 damage with wind spells, you cannot get permanent scars and cannot become a vampire (vampires cannot even feed on fischerans, their blood acts like a poison).

Wind Shield

You are able to phase through melee attacks, allowing you to completely ignore them. Goes in a 6 Turns CD after phasing through 3 attacks, increases to 5 attacks at 10th level.


5th Level:

Dissolve

Fischerans are able to dissolve into a puddle for one minute. while dissolved, they are immune to any kind of damage (except fall damage), and won’t be able of doing any action except moving, but their movement speed is halved. Fischerans can use this feat once every 15 minutes.

Teal Fischeran

Morvid


Soul of sinners,

Sights to behold,

Usher your flock,

With culling untold.”


-Prophecy of Sin


First Stage Morvid

Description

Morvids are a humanoid race with bird-like features; They were once born from the Chaos within the All-Dark, and as such, they enact it in the form of cannibalism towards their own kind.


Even through they are bird-like creatures, they do not lay any eggs.

Appearance

They have dark purple skin and red eyes. In their first form they are bald, have 4 red eyes, and a beak. After evolving into their second form, they gain hair. After evolving into their final form, they lose 2 eyes and their beak. They get a human-like mouth and their eyes also become more human-like;

General Information

Age: Morvids Age at the same rate as humans


Alignment: Chaotic


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 35 feet


Languages: Common, Abyssal

Abilities

  • +2 Dexterity, +1 Wisdom cannot become vampires.

Feather Feet

Morvids are Resistant to Fall Damage.

Sinful Evolution

Morvids evolve at level 8 and 15, each evolution changes their appearance and abilities a bit; these stages can be reached earlier by eating other Morvids, each morvid you eat will take away 2 levels from the requirements of the evolution, you need to eat at least 1 other morvid to get the second stage and 2 other morvids for the third stage.

  • Second Stage: You grow hair, Feather Feet totally negates fall damage.

  • Third Stage: Your Eyes and Mouth Become Human-Like, can now glide in the air, and you also gain a new feat:

Flock

You disappear in a bunch of Crows, and then reappear anywhere in a 20 feet area. This feat can be used as a reaction to an attack to avoid any damage. 3 Turns CD, doubled if used to avoid damage.

Second Stage

Third Stage

Dinakeri


I mirror your soul.

Inscribe your being on flesh.

You live on through me.”


-Poems from Gaia, Dinakeri

A Dinakeri

Description

it’s unknown where Dinakeris truly came from, they’re speculated to be one of the first “dark creatures” that were ushered into this world by Altrum, or, as most believe, a mockery of our ancients, our ideas, our beliefs, sentient creatures that mirror our image, from the plane that Altrum controls. As such, many believe them to be Altrum's Lesser Seraphs, sent on our world to spread his neverending malice.

Appearance

People of charcoal black skin, pure white hair and eyes that burn with infernal colors of blue, white or green.

General Information

Age: Dinakeri’s life duration varies between 200 and 250 years.


Alignment: towards Evil.


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Abyssal

Abilities

  • +2 Strength +1 Constitution

Altrum’s Spawn

Since Dinakeris were made by Altrum, all his creatures are neutral towards them, and won’t attack unless harmed; same goes for Wraith Knights.

Darkvision

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 discern colors in that darkness as shades of gray.

Soul Rip

You can rip the soul out of unconscious beings by touching them and concentrating for 2 turns. Doing so grants you a Rune, You can have up to 16 runes, they are shown on your arms and are visible through your Armor. As a Dinakeri you can use them to:

  • Enter a “Rune Berserk” state for 3 turns, in which you will inflict + your proficiency bonus damage, and receive - your proficiency bonus damage, cannot be disarmed, and have advantage on strength rolls.
  • You can eat runes to replenish your hunger and thirst;
  • You can use 1 rune to heal 8 HP
  • You can use a rune to automatically succeed a casting roll (Arcanist's Spells)
  • You can use a number of runes equal to the spell's level to cast it for free (Non Arcanist's Spells)
  • Also, if you decide to become a Wraith Knight your "Rune Berserk" gives your proficiency bonus + 2 as damage dealt/resisted instead.

To Gain a rune from Soul Rip, your target must have a soul.


15th Level:

Regalia

You can use one of your runes to surround yourself in a mana shell, gaining 35 temp HP. 6 Turns CD.

Madrasian


Shifted skin, stolen every year,

Fangs produced, amongst ghastly fear,

When pulled right across, from ear to ear,

Grants wicked smiles, to those held dear.”


-The Book of Ruin

A Madrasian

Description

Madrasians are the shapeshifting race of Gaia, they are knows as the Crime Lords behind the biggest groups in Gaia, allowed to trive thanks to their shapeshifting capabilities.

Appearance

An Unshifted Madrasian has grey hair, green eyes, and white/pale skin.

General Information


Age: Madrasians Age at the same rate as humans


Alignment: towards Chaotic.


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Thieves' Cant

Abilities

  • +2 Charisma +1 Dexterity

Shift

You can change your look into any living being you can see that is your size or below, you can un-Shift at will.

Crime Lords

Madrasian have proficiency in the Deception and Sleight of Hand skills


5th Level:

Fangs

Once a day, you can spit out of your mouth a dagger shaped bone, this weapon is called “Fang”, it counts as a dagger and deals 1d6 +2 slashing damage per hit.


8th Level:

Trinket Shift

You can now use Shift on everything your size or below, but you do not retain the original effects of the thing you shifted into.


15th Level:

Switch

You can Switch between a +1 AC buff and a +10 speed buff

Lesser Navaran


Blank stares, for all to see, Endless hunger, endless thirst,

I think they’ll consume me,


A single bite, spew blood first.

Weighty gaze, with green skin,


Unknown traveller, given wide berth,

Unknown stranger, mysterious birth,


Eaten, from head to shins.”


-Poems from Gaia, Navaran

A Lesser Navaran

Description

Commonly referred as Navaran,


Lesser Navarans are a species that evolves by consuming other species and stealing their traits and abilities. They're thought to come from the unknown depths of space, from some kind of entity that split up into many fragments in order to divide and conquer and become some kind of supreme being

Appearance

Navarans resemble featureless humanoids with black, empty eyes. Typically with a greenish-blueish, white or tan color. White Navarans may have human eyes close up;

General Information


Age: Lesser Navarans live up to 200 Years


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Deep Speech


Lesser Navarans' names are just a mixture of 2 or more random numbers (Their name is spelt with numbers took at couples and not the whole number (112 is eleven two, not one hundred twelve)(Non-Lesser Navarans are the only who have only 1 number for their name).

Abilities

  • +1 to three ability scores of your choice (Can be the same)

Unmoving Expression

While some consider Lesser Navarans as not capable of having any Emotions at all, they in fact do, they simply aren't able to express them properly due to their facial expression being unchanging. This allows them to have advantage on any persuasion and deception roll, while also giving others disadvantage on Insight rolls made on them, at the cost of having disadvantage on Intimidation and Performance rolls.

Devour

Lesser Navarans can eat any organic being without drawbacks, their stomach will eliminate any kind of bad actor; eating at least 1 pound of any organic being will restore 2d6 +12 HP.

Alien body

Lesser Navarans’ body is immune to any kind of disease (included vampirism) and immune to non-magical poison. Lesser Navarans are also immune to magically inducted blindness and deafness.

Emulate

Lesser Navaran can emulate one feat they saw which is of their level or inferior (the total of all your levels, capped at 20) and use them at will (obviously the Navaran still needs a matching type of weapon in case that feat required one). This feat cannot emulate passive feats; you can change what feat you are emulating anytime.

Scroom


DEATH TO ALL BUT ONE.


CULL ALL THOSE WHO DESECRATE,


OUR LANDS BENEATH THE SUN.”


-Scroom chant of Remembrance


A Scroom

Description

Scrooms are a race characterized by their fungus-like anatomy, lack of bones, and unique speech. Their peculiarity is their intense hatred for every other race, and their unshakeable pride in being a Scroom, so much so that most refuse to speak common even if they know it.

Appearance

Scrooms have a special appearance consisting of a fully white body with a large mushroom cap on top. Their cap comes in many colors, and there exists a special Glowscroom variant that radiates a Teal light. Most Scrooms prefer to walk naked, as their pure white body presents no features, though this doesn't mean that Scroom don't use armor.

General Information


Age: Scroom don’t actually age, they work similarly to plants


Alignment: Towards Evil


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Scroom

Abilities

  • +1 Strength, +1 Dexterity, +1 Constitution

Fungal Anatomy

Scrooms have no ears, mouth, or eyes, but they can see with a 160 feet blindsight, after which they can still see normally, they can hear like any other creature, and they can emit their voices through some special organ in their cap.


Since their particular anatomy, Scrooms cannot break limbs, as they have no bones, and they are immune to poison. if a scroom’s head is cut off, but touches a ground they can decompose on, they will not die, instead they will begin rebuilding their body from there, this can take up to 6 days; Vampires cannot feed on scrooms, as their blood is poisonous, and Scrooms cannot become vampires.

Decompose

Scrooms cannot eat normally, they must Decompose their body in the ground, allowing them to simultaneously feed and heal their wounds. Each minute, a Scroom will heal 6 HP while decomposed, this can also restore lost limbs. While at night, Scrooms regen twice the amount of HP.


Decomposing also counts as resting, with 1 hour of decompose counting as a short rest and 8 hours of decompose as a long rest; While decomposed, a Scroom only shows its Cap to the outside, as all their limbs go underground to absorb nutrients. While like this a Scroom is indiscernible from a plant.


Decompose works on different materials, and can decompose on more and more materials with the total amount of level gained:

Decompose
Level Material
1st Soil
5th Wood
8th Fabric
13th Sand
15th Rock
17th Slate and other dry rocks
20th Anything

5th Level:

Detoxify

While decomposing, Scrooms can release a burst of toxic spores all around its Cap, dealing 3d8 poison damage and 15 feet knockback to anything in a 5 feet area.

15th Level:

Metalscroom


From the moment I understood the weakness of my flesh, it disgusted me


I craved the strength and certainty of steel


I aspired to the purity of the Blessed Machine


Your kind cling to your flesh, as if it will not decay and fail you


One day the crude biomass that you call a temple will wither, and you will beg my kind to save you


But I am already saved, for the Machine is immortal…"


-Probably a Metalscroom

After a long time harvesting various nutrients, Scrooms evolve into a better and stronger version of themselves, Metalscrooms.


Evolving to a Metalscroom reinforces your body with iron, granting you:

  • While Decomposing, you only take a maximum of 6 damage from any attack;
  • You learn Gaians’ repair ability;
  • Your AC increases by 1, Your arms counts as shields;
  • You take -3 damage from slashing and piercing;
  • You deal +3 damage with lightning spells;
  • You are immune to any magic inducted mental condition, immune to any psychic attacks, immune to being Charmed, Frightened, and immune to Insanity.
  • Detoxify evolves into Exhaust, changing its damage type to fire, and increasing it by +8.
  • You have a mixture of oil and poisonous sap as blood.

A Red Scroom

A Glowscroom

A Metalscroom

Gaian


Dear childe of Gigel…

Dare not weep,

The blessing of truth,

Given to those who are meek.”


-Psalms of Solan


Basic Gaian

Description

Gaians are the robotic race of Gaia, Created by Gigel as Protectors of Gaia by infusing Metal with a Soul.

Appearance

their base appearance is just a grey, mechanical body with an Artificial Human head, however they can upgrade their body to change their appearance twice.

General Information


Age: Gaians don't age


Alignment: Towards Good.


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 25 feet.


Languages: Common


Tier 2 Gaian

Abilities

  • +2 Constitution +1 Intelligence, cannot become vampires.

Robot Anatomy

Gaians have oil for blood and they can block hits with their arms as if they had a shield; Gaians cannot be deafened or blinded, and they require no food or water to live.


Gaians can Upgrade themselves with time, gaining new abilities and appearance:

  • 5th Level, First Upgrade:

You gain climb 15 ft., +5 speed, and you gain +8 Max HP.

  • 12th Level, Second Upgrade:

Your body begins to slowly repair itself, healing yourself by half your proficiency bonus as HP each turn.

Gaian Armor

Gaians are immune to poison, deal +3 damage with lightning spells, and receive -4 damage from slashing and piercing damage. Gaians' AC is set to 16, which cannot be improved by features, but can improve by the effect of a magical object. Gaians' bodies count as a Medium Armor, and Gaians are unable to equip any other armor.

Repair

Gaians can repair their bodies with a special substance they are capable of producing indefinitely, using this feat regenerates 1d4 + 2 HP for every turn you focus on repairing your body, the heal you receive becomes 1d6 +4 at level 5, 1d8 +6 at level 12, and 1d12 +8 at level 18.

Overheat

If your body’s temperature is high or if you have Burn on yourself, your punches will deal an additional 4 fire damage

Iron Mind

You are immune to any magic inducted mental condition, immune to any psychic attacks, immune to being Charmed, Frightened, and immune to Insanity.



Tier 3 Gaian

Kasparan


From fires breath,

To scales of stone,

Eluding death,

and Succor’d home”


-Kasparan Mantra

A Red Kasparan

Description

Kasparans are a dragon-like race, known for their resilience and powerful fire.

Appearance

Kasparans have purple, red or green skin, reptillian eyes, and a pair of horns. They also have no hair. Very rarely, Kasparans are born with white skin and red eyes, these Kasparans are commonly known as Albino Kasparans.

General Information


Age: Kasparans age at the same rate of dragons, but they reach adulthood at 65


Alignment: towards lawful.


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Draconic

Abilities

  • +2 Constitution +1 Wisdom

Dragon Born

You Deal +3 damage with fire spells, and are resistant to Fire and Non Magical Slashing Damage. You count as a "Draconic" creature.


5th Level:

Respirare

You breathe fire in a 20 feet cone in front of yourself, dealing 2d6 +4 fire damage and 3 Burn


12th Level:

Draconic Awakening

At 12th Level, Kasparans evolve into a more draconic form, this modifies their appearance and features:

  • Your horns grow wider and longer, you grow a tail and tiny wings that do not allow you to fly or glide
  • You are saved from death with only 2 successful rolls and you will die on your fourth failed death save instead of your third
  • Respirare can now be of any element you want, has a 35 feet range, and deals 2d8 +6 Damage and 6 Burn
  • You become resistant to non magical Piercing and Bludgeoning Damage.

A Red Kasparan Over Heaven

Castellan


Ancient’s advice, fear the night…

Creatures will wander as daylight dies…

One’s blue-eyes open, wide-awake…

not cov’rd by quilt, the child, they’ll take…”


-Castellan Lullaby


A Castellan

Description

Castellans are the mage race of Gaia. They are known for their rigid cult of Solan, god of Order, Magic, and Subjugation, and for their practice of slavery towards both Rigans and other Castellans that aren't born with the gift of magic.

Appearance

Castellans are a humanoid race, they have Light skin, blue eyes, and blonde hair. They are sometimes born with Greyish/Silver hair;

General Information


Age: Castellans Age at the same rate as humans


Alignment: Towards Lawful.


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, 1 Language of Choice

Abilities

  • +2 Intelligence +1 Charisma

Magic Affinity

As a Castellan, your affinity to magic grants you:

  • +6 damage with spells
  • Advantages on cast rolls
  • Advantage to any roll made to resist a magical effect, and resistance to magically inflicted conditions;
  • One extra level 6 spell slot when you unlock your first 8th level spell slot, or 1 free Snap at 12th level if you are an Arcanist;
  • Material, HP or other requirements for casting spells (not actions) is halved (both in price and quantity).

15th Level

Solan's Blessing

Castellans, as Solan's Blessed race, have a particular affinity to blessings, and as such can have 2 more blessings than normal, gaining one as you achieve this feat, and another on your first covenant tier. If you achieved your first covenant tier before gaining this feat, you will gain its Blessing as you obtain this feat.

Ashiin


Body of fire,

Eyes of green,

Raze the lands,

For all is seen.”


-Prophecy of Sin


An Ashiin

Description

Ashiins are known for their Spartan lifestyle, they are often unintrested by riches, and instead seek pure strength by toning up their bodies.

Appearance

Ashiins are an humanoid race, they have Tan skin, red hair and green eyes, sometimes Ashiins are born in a Ginger variant, giving them a lighter skin tone and ginger hair.

General Information


Age: Ashiins Age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +2 Strength +1 Dexterity

Trained Fists

Ashiins can use a d6 for their unarmed strikes

Mercenary Carry

You cannot become over encumbered from carrying something, unless it weights 3 times more than what your carrying capacity allows you to carry.

Lesser Agility

Ashiins can run twice as fast for 3 turns. 6 turns CD.


8th Level:

Shoulder Throw

Ashiins can grab a target and slam it into the ground as a bonus action, dealing 1d6 bludgeoning damage and recovering half of their actions (at least 1); shoulder throw’s cd is 8 turns.


15th Level:

Martial Prowess

Upon reaching level 15, Ashiins reach their ideal body form, gaining:

  • You deal +3 Damage with all your attacks
  • You suffer -3 Damage when attacked
  • Your base walking speed increases to 35
  • You get 2x exp
  • You can only die by failing death throws, any other instakill has no effect on you.

A ginger Ashiin

Rigan


From ashen skin,

To blackened bones,

Mystic eyes arose,

From under’s home.”


-Book o’ Fables and Mysteries


A Rigan

Description

Rigans are mostly known for their affinity to mana and Chaos. Rigans origin from the All dark, they are a creation of Ardor himself. Most Rigans tend to live their lives free from any shackles.

Appearance

Rigans are a humanoid race, with greyish green or ash skin, dark brown hair and eyes that reflect their soul's color;

General Information

Age: Rigans Age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +1 Wisdom, +1 Intelligence, +1 Dexterity

Mana Affinity

Rigans have the ability of channeling Mana trough their bodies to enchance their physique, granting them:

  • Twice your original speed for 1 turn after standing still (or by doing actions that do not require any long movement) for 1 turn
  • 20 Feet climb (you climb by sticking yourself to the wall with mana)
  • +1 Spell slot of every level you have
  • You can walk on fluids.

Cold Affinity

Rigans deal +6 damage with cold spells.

Darkvision

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 discern colors in that darkness as shades of gray.

Flood

Rigans gain 60 ft climb and doubled speed for 6 turns, after which they will be unable to use the Mana affinity feat for the entire duration of flood’s cooldown. 8 Turns CD.


Level 15:

Chaos Magic

At 15th Level, Rigans gain the ability to cast a spell from the Base Arcanist spell tab without tome nor casting roll. 2 Turns CD.

Haseldan


Will of iron,

Born of mettle,

Steel yourselves,

Against their metal.”


-Gaia Praeteritum


An Haseldan

Description

Haseldans are a race that learnt how to bend their rage into strength. Despite popular belief, Big Hoss is a red haired Haseldan, not an Ashiin.

Appearance

Haseldans are a humanoid race, With Yellow skin, dark brown Hair, and brown eyes. There are rare occasions where Haseldans are born with orange eyes and red hair.

General Information


Age: Haseldans Age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +2 Constitution +1 Strength

Last Stand

When an Haseldan’s health goes below 1/4th, Last stand will activate, increasing damage and defense by +6 for 6 turns (you deal +6 damage and suffer -6 damage);


this feat can be used twice per Rest, if you go unconscious before Last Stand could activate, you regain consciousness, and also receive a 1d6 + 6 hp Heal.


8th Level:

Bloodline

When activated, this feat restores 3d6 hp and gives you x2 attack for 6 turns, when Bloodline ends, you will become unconscious, this feat can be used while unconscious to return conscious for its duration. Can be used once per Long Rest.


15th Level:

Unshakeable Will

At 15th Level, Haseldans' Will, tempered by the many battles they partook, reaches its highest, granting you:

  • Last Stand has its buff increased by 3 (total of +9) and triggers at 50% hp instead of 25%, You are also unable to go unconscious for the duration of Last Stand
  • Bloodline no longers makes you go unconscious, and regenerates 1/4th of your MaxHP instead.

Glacien


A Glacien

Description

Glaciens are hybrids between humans and an Ice Elementals, their origin unknown. Yhey usually live in cold places, since their skin cannot sustain hot climates until they reach a state of adulthood.

Appearance

A race with a body made of ice, they have blue eyes and ice for hair. Vampire Glaciens are instead crimson, with red eyes and crimson hair

Glacial

Glaciens Speak an ancient tongue called "Glacial", which is basically Old Norse.

General Information

Age: Glaciens live for around 600 years.


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Glacial

Abilities

  • +2 Constitution +1 Wisdom.

Origin of Frost

You are immune to cold damage but vulnerable to fire, you can stay in very cold climates without any drawback, and your icy skin makes you able to sustain more damage, giving you a +2 Max HP per level. Ice and Snow do not count as difficult terrain for you.


5th Level:

Everfrost

After reaching the age of maturity, the skin of Glaciens becomes more like other natural races'; allowing you to lose your vulnerability to fire, while also granting you the the ability to partially manipulate ice, which allows you to freeze water within 5 feet from you. While walking of Ice or Snow, your Speed is Doubled.


8th Level:

Frost Shield

Your control of ice gets stronger and now allows you to harden your skin and protect yourself for a limited amount of time as a bonus action. For 6 turns you gain resistance to all damage and deal 1d6 +3 cold damage to anyone that hits you with a melee attack. 6 Turns CD.

Lentum


A Slime

Description

Lentums are extremely compassionate to other fellow slimes, so much so that they will give money, helpful information, and even their lives to save one another.

Appearance

Lentums possess a typically transparent body, which can be of any color, and a featureless face which only presents 2 Black eyes. Even if featureless, Slimes are still capable of Talking, Hearing, and Smelling like any other race.

General Information


Age: Lentums live for around 250 years.


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +2 Constitution +1 Charisma, cannot become vampires.

Slimy Shield

Thanks to their peculiar composition, Slimes have a very fast recovery of injuries, granting them a 2 HP regeneration per turn, and allowing them to fully regain their HP when doing any rest. Slimes also have Immunity to Poison damage and inflict 1 Poison and 1 Weakness stack when attacked in melee.


5th Level:

Bane

You Snap your fingers, creating a 5 feet poison explosion on any target in a 20 feet area, dealing 2d6 +6 Poison Damage, and 3 Poison stacks.


10th Level:

Mucilage

You Can Coat a target ally or yourself with your slime, creating a barrier that grants them resistance to all damage for 3 turns. 6 Turns CD.

Octopsian


Dwellers of the sunken sea,

To the land, they ascended,

Driven out by devils,

The forgotten vengeance.


-Iona Chronica


An Octopsian

Description

Octopsians are the Octopus race of Gaia; their original settlements where all destroyed by a forgotten cataclysm, but their race managed to survive somehow.

Appearance

Octopsians come in a variety of colors which can change at times. They have notable white insides in their hair and have a unique squid face, it's also notable that their hair color matches their skin's.

General Information

Age: Octopsians age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet, Your base Swim speed is 40 feet


Languages: Common

Abilities

  • +1 to all scores

Inked

Octopsians are Immune to the effects of other Octopsians' ink.

Waterborne

Octopsians can breathe underwater, you also have +10 to your speed while its raining.


3rd Level:

Ink Jet

Octopsians are capable of spitting harmless balls of ink at their targets, which explodes in a 10 feet splash of ink, inflicting 3 Slow and 1 Blind to anyone hit. 6 Turns CD.


5th Level:

Camouflage

Octopsians can become transparent, while in this state, you gain +6 to your Stealth Rolls, lasts until dismissed, or if you engage in combat.


8th Level:

Ink Bomb

Camouflage increases your Stealth Rolls by +10, and you emit an ink explosion when you dismiss your camouflage, inflicting 1 Blind and 3 Slow to everyone in a 10 feet area.

Ponomariov

What the dawg doin?

Description

Howlers are cute when they don't want to rip your insides out.

Appearance

Ponomariov are a sentient humanoid howler race, they can either have purple or gray hair and have 5 eyes of any color, they also have a howler tail and howler ears.

General Information


Age: Ponomariovs age at the same rate as humans


Alignment: Towards Chaotic


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 35 feet.


Languages: Common


Howlers see Ponomariovs as of their own kind, and as such won't attack them.

Abilities

  • +2 Strength, +1 Wisdom

Darkvision

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 discern colors in that darkness as shades of gray.

Shadow Portal

You can teleport to a area that you can see within 35 feet, leaving a portal behind for 1 turn for anyone to follow you. 2 Turns CD.

Light Footed

You take Half fall damage and if you get knocked prone you don’t have to spend movement on getting up.

Magic Repulse

When hit by a spell (Except Mori), you are able to negate all of its effects, and you become immune to all Spells until the start of your turn. 3 Turns CD.

Howler Summoning

Once a Long Rest, Ponomariovs are capable of summoning a friendly Howler under their command.


At 12th Level the summoned Howler is one size larger, has twice the HP and wields a greatsword in its mouth, doubling all of its damage.

Harpya


The Bard got damn harpies

Description

This kind of Harpy should be less prone to ripping you apart (probably).

Appearance

Harpyas are a more humanoid Harpy race. They usually have tan skin, any hair color that matches with the eye color, peculiar harpy eyes, and two wings on their back, which are usually brown, but might have other colors depending on the region the harpy was born.

General Information


Age: Harpyas age at the same rate as humans


Alignment: Towards Chaotic


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 35 feet, and your base flying speed is 35 feet.


Languages: Common


Harpies see Harpyas as of their own kind, and as such won't attack them.

Abilities

  • +2 Dexterity, +1 Charisma

Sharp Talons

Harpyas have Sharp retractable Talons on their hands, allowing them to use 1d8 Slashing for their fist damage.

Air Dash

While on the Ground, Harpyas are able to flap their wings to propel themselves forward, allowing them to make a free dash every turn.

Feather Footed

You take No fall damage and if you get knocked prone you don’t have to spend movement on getting up.

Harpy Summoning

Once a Long Rest, Harpyas are capable of summoning a friendly Harpy under their command.


At 12th Level they summon a Valkyrie instead

Arachnid


Spider Woman

Description

A Race of Spider-Like People, they originate from the Mother Spider, an Enormous Human-Spider Hybrid said to live deep underground with her horde of Arachnids.

Appearance

Arachnids have 6 Spider Eyes, Skin and Hair color depending on their Spider Race, and 6 protuberances coming from their back, from which they can unfold their Spider Legs.

General Information


Age: Arachnids age at the same rate as humans


Alignment: Towards Chaotic


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common


Spiders consider Arachnids as one of their kind, and as such won't attack them.

Abilities

  • +2 Dexterity, +1 Intelligence

Spider's Constitution

Arachnids are completely immune to any kind of Poison damage.

Darkvision

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 discern colors in that darkness as shades of gray.

Octopamine

Arachnids have retractable Spider Legs on their Backs, when unfolded, the Spider Legs grant them a 30 feet climb speed, and access to Toxic Shock and Chase. Spider Legs can be unfolded without any action.


If Stunned while your Spider Legs are out, you will retract them instintively, and won't be able to pull them out for 2 turns.

Toxic Shock

All your Attacks Inflict 1 Poison, and when attacking a target with 10+ Poison, inflict 1 Toxic (3 turns cooldown on inflicting toxic).

Chase

When in a 120 feet area from a Creature with less than half of its HP remaining, your Spider Instincts activate, and you can furiously chase them, doubling your speed while moving towards them.

Stultus


I am Speed.

Description

Stultus possess innate leg strength and remarkable stamina, often serving as couriers or messengers due to these traits.

Appearance

Stultus have Gray hair, gray skin, and Orange Eyes. They are sometimes born with a greenish skin and red hair instead.

General Information


Age: Stultuses age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 45 feet.


Languages: Common

Abilities

  • +2 Dexterity, +1 Constitution

Uncanny Speed

You Gain Crit Chance on attacks based on your Dexterity Modifier (+1 Dex allows you to Crit at 19 and 20).


5th Level:

Focus Step

You focus on your steps, allowing you to gain +15 speed and advantage on Dexterity Saving Throws for 3 turns. 4 Turns CD.


8th Level:

Vanishing Drive

Temporarily drive your body over its limits, Allowing you to dash 160 feet at the cost of 10 HP. 6 Turns CD.

Nisse


A Nisse

Description

Nisses possess magically enhanced capabilities thanks to their affinity to mana, and have a rich tradition in mechanical and alchemical teachings.

Appearance

Nisses are distinguished by their orange/red hair and Green / Blue Eyes.

General Information


Age: Nisses age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +2 Strength, +1 Intelligence

Mana Focus

At the start of your turn flip a coin, on heads all your active CDs are reduced by 1.

Elemental Expertise

Any Force or Fire damage you deal is increased by +4.


5th Level:

Circuit Charge

You Charge yourself with Mana, reducing all your active CDs by 2, but gaining 2 Vulnerable. 6 Turns CD.

Vastayan


A Vastayan

Description

Vastayans are Deeply connected to nature and spirits, they thrive in humid climates, especially in rituals and ceremonies honoring the land and its spiritual entities.

Appearance

Vastayans have vibrant hair colors, Purple / Green Eyes, Human skin tones, tails, and crown-like ornaments.

General Information


Age: Vastayans live for around 200 years


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet


Languages: Common, 1 exotic language of your choice


A Lesser Sylph


I spent a Metrom's Amulet for this Picture 😭😭😭

Abilities

  • +2 Wisdom, +1 Intelligence

Call Sylph

Allows you to summon a Lesser Sylph to fight for you. 5 Turns CD after the Sylph dies.


5th Level:

Spirit Caller

Your Sylph has +10 MaxHP, and deals +3 Damage.


8th Level:

Spirit Awakening

All your summons deal +10 damage with all their attacks, and suffer -5 damage from all attacks for 5 turns, but you suffer 15 True Damage and 2 Stun. 10 Turns CD.


Lesser Sylph

Small Elemental, Unaligned


  • Armor Class 8
  • Hit Points 35
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (0) 10 (0) 10 (0) 10 (0)

  • Condition Immunities None
  • Senses Blindsight (160 ft.), passive Perception 12
  • Languages None
  • Challenge 1

Summon: Lesser Sylphs can only be summoned by Vastayans, and will disappear on the death of their summoner.

Actions

Wind Bolt: The Lesser Sylph shoots a Bolt of Wind towards a target within 45 feet, dealing 2d4 +3 Piercing Damage.

Gale Pulse: The Lesser Sylph shoots a Bolt of Wind towards all of its enemies within 45 feet, dealing 2d4 +3 Piercing Damage. 3 Turns CD.

Veneri


A Veneri

Description

Blessed with abilities related to wealth, trade, and transmutation, they often excel in economic pursuits and are renowed for their skill in turning gold into strength.

Appearance

Veneris have Dark Brown / Black hair, and a ghostly pale, or Greenish skin tone, adorned with glowing gold markings on their face.

General Information


Age: Veneris Age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +2 Charisma, +1 Constitution

Gold Hoarder

For every 250 GP you carry, all your damage is increased by +1, and you always proc Midas if you have it.


5th Level:

Burst Trap

You spend 300 GP to create a Burst Trap at your Feet, if stepped on by an enemy, the Trap explodes, dealing 2d6 +3 Fire Damage. 2 Turns CD.


8th Level:

Opulence Cutter

You Sacrifice half of your GP (at least 400) to deal 1d6 +2 Force damage for every 400 GP sacrificed to a target within 30 feet by summoning a golden sword to hit them; also boost your highest stat by +3 for 4 turns. 4 Turns CD.

Drauga


A Drauga

Description

Born in underground tunnels and caves, Drauga possess heightened senses, particularly adept night vision, and proficiency in blood manipulation, often working in mining roles after being liberated from past oppression and enslavement.

Appearance

Draugas are recognized by their dark hair, wings, and cracked, Grey skin.

General Information


Age: Draugas age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +1 Dexterity, +1 Consitution, +1 Strength

Darkvision

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 discern colors in that darkness as shades of gray.

Bloodlust

On Kill, you gain +10 speed for the rest of the fight, you also heal 15 HP each time you land a Critical Hit.


5th level:

Illusion Cage

You set up an illusion trap on yourself until your next turn, if an opponent tries to melee attack you, the trap will set off, inflicting 2 Stun to that opponent. 10 turns CD.


8th Level:

Blood Shards

You cut yourself, Suffering 10 damage, and use your blood as projectiles, shooting 4 Bloodshards to a target within 30 feet, dealing 1d6 +3 Piercing Damage each. Each Successful hit heals you by 5 HP. 3 Turns CD.


Your Bloodlust also grants a +2 to all your damage on kill now.

Corvolus


A Corvolus

Description

Pioneers of magic, Corvolus possess intricate magic circuits and excel in mana manipulation, contributing significantly to magical advancements worldwide, particularly aiding the Nisse in creating magical apparatus.

Appearance

Corvoluses have white hair, Red Magic eyes, and Pale skin

General Information


Age: Corvoluses age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +2 Intelligence, +1 Wisdom

Arcane Affinity

You deal +3 damage with non Slashing/Piercing/Bludgeoning damage types. You also gain 1.5x XP.


5th Level:

Cast Amplify

You increase by +4 all non Slashing/Piercing/Bludgeoning damage types of a target within 30 feet for 3 turns. 5 Turns CD.


8th Level:

Arcane Ritual

You invoke a Runic Array on the field, Causing you and your allies to deal +6 with all non Slashing/Piercing/Bludgeoning damage types and to receive +8 healing from heals for 5 turns. 8 Turns CD.

Daminos


A Daminos

Description

Born from the union of Narthana's Lifesong Dragons and humans, Daminosses possess latent draconic abilities, primarily showcased through advanced healing magic, with the potential for greater power if their draconic nature fully awakens.

Appearance

Daminos exhibit grey hair, Draconic Horns, Yellow Eyes, and green skin

General Information


Age: Daminoses age at the same rate as Dragons, but reach maturity at 65


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Draconic

Abilities

  • +2 Constitution, +1 Wisdom

Draconic Aura

Your Lifesong aura grants you a 10% HP regen while you're below half HP. You also heal +5 HP with any healing you do.

Restructure

You infuse your Draconic Aura in a target within 30 feet, granting them a 5% MaxHP regeneration for 3 turns. 2 Turns CD.


8th Level:

Mulligan Realm

You expand your Draconic Aura in your surroundings, granting all your allies a 10% MaxHP regeneration for 3 turns, and giving them advantage on their next 3 Death Saving Rolls. 10 Turns CD.

Vydeer


A Vydeer

Description

Offspring of Ancient Dzins who lost their Sight, Vydeers are a blind race of seers, adapted to their lost of sight by gaining a deeper understanding of their other senses.

Appearance

Vydeers have Pale, Empty Eyes, Lilac Hair, and Dark skin.

General Information


Age: Vydeers age at the same rate as humans


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common

Abilities

  • +2 Dexterity, +1 Wisdom

Blind

You are completely Blind, but your Heightened senses allow you to have a 160 feet Blindsight.

Mind's Eye

You give double Disadvantage with your Dodge Action, and succesfully dodging an attack lowers all your CDs by 1.

Sense Expansion

You can use your Bonus Action to guarantee your next 2 Dodges to be successful at the cost of 15 HP. 8 Turns CD.


5th Level:

Soul Reversal

You ready yourself to counter an attack until your next turn, if successful, you redirect the entire attack's damage to the attacker. But if not attacked after using this feat, you suffer 35 true Damage. 8 Turns CD. This Counter counts as a dodge.

Construct


For the Construct,

Hailed from cold,


Paid naught of coin, but soul.


He’ll chop, He’ll slice,

He’ll prod and dice,


Change you, up whole,

Change you whole.”


-Excerpt from “An Ode to Them”,


A Construct

Description

Construct are the first attempt of Lannis to create its own servants, they are a race of Artificial humans, capable of withstanding cold environments and born with an Impenetrable Stomach.

Appearance

Constructs have Pale skin, Green eyes, and Dark Blue hair.

General Information

Age: Constructs live up to 750 years.


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: any language the character knew before becoming a construct (or Common).

Obtainment

Good luck finding a mad scientist that can turn you into one, just pray your parents where constructs i guess.

Abilities

You keep your old race’s ability score increases and extra proficiencies. If you are born as a Construct, you instead get +2 Constitution and +1 Intelligence.

Galvanize

You heal 4d6 +12 HP, and regain conscioussness if unconscious. Can be used twice per Long Rest. 10 Turns CD.

Artificial Blood

You have artificial green blood, you are immune to any kind of disease, including vampirism, and you can drink any kind of potion without receiving any kind of drawback. You are also resistant to Cold damage.

Darkvision

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 discern colors in that darkness as shades of gray.


15th Level:

Homunculus

You reach into the potential left in your race by Lannis, and rise one step further into its perfect race, you gain:

  • Galvanize can be used up to 9 times Total and has no Cooldown, but every time you reach 0 HP it spontaneously activates, and you only regain 2 uses of Galvanize per Long Rest. If you reach 0 HP without any use of Galvanize remaining, you instantly die, dissolving in a puddle of green goo
  • You no longer need to Eat or Drink.

Azael


Crimson horns,

With Gem-cut eyes,

An apple fell,

From a Serpent’s lies.”


-Planewalkers


An Azael

Description

Azaels are a race well known for their teleportation ability and demonic appearance. An Azael's Silver Tongue can lead even the most experienced adventurer in a Scam that will make them have a run for their money.

Appearance

Azaels have red skin, black hair with a pair of horns, and gem-cut red eyes.

General Information


Age: Azaels live for around 2000 years


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Any language you knew before becoming an Azael (or Common), and Infernal.

Obtainment

you can become an Azael by using the Azael Soul, or by being born as one.

Abilities

You keep your old race’s ability score increases, extra proficiencies, and an extra +1 Charisma. If you are born as an Azael, you instead get + 3 Charisma, cannot become vampires.

Gate Mastery

Azaels have an innate spellcasting ability that lets them cast the Snap of the spell Gate anytime, they can also set gate locations instantly.

Hellish Appearance

Azaels are Immune to fire damage, and they deal +5 damage with fire spells, and have a flat +2 fire damage with melee attacks.

Thanasius's Curse

Azaels are cursed by Thanasius himself, they will die at their second failed death saving throw instead of their third.

Devil's Deal

Roll a d20, if you score below 10, you will suffer x2 damage from the next attack you receive, if you score equal or above 10, you will deal x2 damage with your next attack. 3 Turns CD.

Dullahan


A Dullahan

Description

A Really rare race of cursed Pumpkin Headed people. Dullahans cannot Reproduce, but they will instead plant themselves in the ground on their death, creating a new Dullahan after a year.

Appearance

Dullahans are headless beings, with a carved jack-o-lantern where their heads should be, They have pastel green skin. There is a Rare Dullahan variant which has only a colored flame as an head.

General Information


Age: Dullahans don't age.


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet


Languages: Any language you knew before becoming a Dullahan, or Common

Obtainment

you can only become a Dullahan during the Hallow’s Retreat, this event happens once a year, when all the bad emotions proved by people fall back down into the world and cause the Stranger’s Grove and Witch Malady to appear in the world.

Abilities

You keep your old race’s ability score increases and extra proficiencies and get an extra +1 Constitution. If you are instead born as a Dullahan, you instead get +1 Dexterity and +2 Constitution. Cannot become vampires.

Dullahan

You have no head, but can talk through the pumpkin; you can also hear and see without the pumpkin, you have blindsight 60 feet; you also don’t need to drink or eat, you count as an undead.

Pumpkin Grenade

You can throw your head anywhere in a 25 feet area, Detonating it, dealing 2d6 +3 fire damage and 1 Ghostflame to everyone in a 10 feet area. Your head grows back after 4 turns.


3rd Level:

Lit Head

When a Dullahan hits level 3, their head will become able to light up, providing dim light in a 20 ft area, the color of the light is usually an orange/yellow glow, but it can be of any color.


5th Level:

Ghostflame

You Fire off a piece of your flame to a target within 30 feet, dealing 2d6 +6 Fire damage and applying 3 Ghostflame. 5 Turns CD.

Dristini


A Dristini Sigil Knight

Description

An Accursed race of Undead given sentience by a Prophet of Death. While they usually are mindless minions of Necromancers, special Dristinis can be made out of willing subjects, which retain their free will; effectively only changing their race.

Appearance

Dristinis are a peculiar kind of undead made up by thousands of string-like worms.

General Information


Age: Dristinis don't age.


Alignment: Towards Evil


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 45 feet


Languages: Any language you knew before becoming a Dristini

Obtainment

You can only become a Dristini by having a Necromancer turn you into one using the feat "Duke of Worms". You cannot be born as a Dristini.

Abilities

You keep your old race’s ability score increases and extra proficiencies and get an extra +1 Stength and Dexterity. Cannot become vampires.

Superior Undead

You are an Undead Monstrosity. You do not need to Eat, Drink, or Breathe, you do not age, you are immune to diseases, other Undead are neutral to you and your allies, You have 120 feet Blindsight, All your Attacks inflict 1 Vulnerable, and You can Reattach fallen Body Parts.

Cursed Being

You are immune to Necrotic Damage, Cursed, Hexed, Blind, and Vulnerable, but You are Vulnerable to Fire damage.

Assimilate

You can Assimilate dead bodies to replenish your HP by 1/4th of their MaxHP and regaining missing limbs, you can also turn dead humanoids into Dristinis under your command by touching them.

Wormstring

Dristinis Cannot wear any armor, but have a base AC of 12 + Dexterity Modifier.

Cameo


Betrayer of four,

A wicked being,

Ascend yourself,

unto me.”


-Lannis, Father of Lies


A Cameo

Description

Cameos are wicked beings who betrayed everyone in order to achieve greater power, they are made by using one of Lannis's Relics, the Amulet of the White King, an accursed artifact which destroyes the souls of you and 4 other people that trust you to ascend yourself.


They could also be described as "Lannis's Seraphs"

Appearance

Cameos have purple eyes, pale skin and white hair.

General Information


Age: Cameos don't Age


Alignment: Any


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet


Languages: Any language you knew before becoming a Cameo.

Obtainment

You can become a Cameo by using an Amulet of the White King.

Abilities

  • You keep your old race’s ability score increases and extra proficiencies, cannot become vampires.

Cat Lives

A Cameo’s life cannot end by normal means, each time their HP hits 0, they will instead lose a life, and regain full HP; Cameos start with 9 lives and regenerate a lost one each 2 days or each time they kill a creature around its level of strength (max 5 levels less).

Cat’s Coat

Cameos are immune to cold damage.

Cats Always Land On their feet

Cameos take half fall damage

Soulless

The transformation into Cameo Destroyed your soul, its fragments are still linked to your being but the fracture hinders your magical abilities, making you unable to cast spells.

Blessed Stomach

Has the same effect of the Blessing, Does not count towards your total blessing count, and removes the homonymous blessing from the pool.


15th Level:

Reunited soul

The fragments of your soul reunite and adapt to your new being, allowing you to cast spells once again.


if you become a cameo at 15th Level or higher, your soul reunites after 3 days.

Bloodfiend


LIMBUS COMPANY!!!!!!!!!!!!!!!!!!!!!!!!!!

Description

An Extremely dangerous race of Vampires, born with an unending thirst for blood, and the power to Manipulate it. They are capable of wiping out entire towns alone. While many can accept Vampires among their communities, Bloodfiends are considered "devils", and are haunted by other races, as such, Bloodfiends tend to build their Families outside of cities, and living for centuries by only preying on humans at night, and never interacting with them.

Appearance

Bloodfiends have Pale skin, Red eyes, and any Hair Color.

General Information


Age: Bloodfiends Stop Aging at around 21 years old.


Alignment: Chaotic


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 45 feet


Languages: Common, one of your choice

Obtaining Method

You can become a Bloodfiend by being an Elder Vampire and having a Bloodfiend give you its blood willingly, or by being born as one.

Abilities

Vampiric Nature

Your Strength and Dexterity Score starts from 16 and have no limit, and you are immune to all diseases; But you cannot change race, you are forever bound to be a Bloodfiend, and if you were not born as one, you lose all your previous race's abilities and your appearance changes to match a Bloodfiend's.

Feed

You can drink an unconscious or willing humanoid's blood without any drawback by biting them, Drinking for at least 1 turn gives 1 Stored Blood. An humanoid can only give 3 Stored Blood total, and will become a Bloodbag if completely emptied of blood (if bitten by a bloodfiend, you are destined to become a bloodbag on your death regardless). Bloodfiends can feed from animals, Bloodbags, dead humanoids, vampires, or other bloodfiends, but will only stop their withering if feeding on live humanoids. You can have up to 50 Stored Blood at a time, but can keep the excess into Bloodbags.

Bloodfeast

Each time a Creature suffers damage in a fight while a Bloodfiend is present, They generate Bloodfeast equal to the damage they took, this Bloodfeast can be consumed by all Bloodfiends in the fight to use their abilities. You can also use your HP in addition to Bloodfeast to use your abilities should you not have sufficient Bloodfeast.


You can consume Stored Blood to gain Bloodfeast at a rate of 1 to 50.


For each Bloodfeast you consume, You gain 1 Consumed Bloodfeast, each 50 Consumed Bloodfeast you have, you gain +1 to your Attack and Damage Rolls (max +10). At 10th Level you instead gain +2 to your Attack and Damage Rolls (max +10).


Bloodfeast and Consumed Bloodfeast completely expires at the end of the fight.

Hardblood Arts

You can shape Blood into equipment, using Bloodfeast to create a weapon (can be any normal weapon of choice that you can use, uses 10 Bloodfeast), and an armor (15 Bloodfeast for a light armor (12 AC), and 30 for a medium armor (15 AC).


You can also use Bloodfeast to reinforce your equipment, sharpening your weapon with blood for 15 Bloodfeast, increasing its damage by 1/4th and adding 1 Bleed to its attacks, and your armor for 30 Bloodfeast, increasing its AC by 1 (Max 18).


Both summoned and reinforced equipment last for 6 Hours, but can be maintained for half their Bloodfeast cost.

Bloody Constitution

You can use Bloodfeast to heal your injuries, at a rate of 2 Bloodfeast to 1 HP. You can also use 50 Bloodfeast to regrow missing limbs. You can Resist Death by using 50 Bloodfeast. You heal 5 HP per turn regardless of Bloodfeast, and you regenerate missing limbs with a Long Rest.

Cursed Blood

You don't have to drink or eat, instead you need to feed on blood, having no Stored Blood will give you 1 level of exhaustion until you get one back, increasing by 1 each century you go without feeding, and you lose 5 Stored Blood each time you do a long rest. Not feeding on living humanoids for long periods of time causes Bloodfiends to slowly wither away, giving them 1 tier of withering for each month they go without feeding. Withering can only be cured by feeding on living humanoids (it fully heals after feeding enough times).

Withering Level Effect Feeds Required to Heal
1 You feel thirsty, you have -1 to your attack and damage rolls 5
2 You feel parched, you have -3 to your attack and damage rolls 15
3 You feel a light burning sensation within your throat, -2 to all your rolls, you visibly wprn out 30
4 The Burning gets Heavier, -4 to all your rolls, you visibly become very underweight and worn out, you suffer tier 4 insanity, which can only be cured by reversing your withering. 50
5 The Burning permeates you fully, making you unable to think straight. Each time you see an humanoid creature you have to succeed a Wisdom Saving Throw, DC 16, assaulting them for their blood on a failure. 150
6 Your Burning Thrist can no longer be controlled, you will attack anyone within sight, friend or foe, in a last desperate attempt to quench it. You lose all your debuffs from previous tiers, except insanity levels. can only be obtained if your entire family is wiped out and you reach stage 5 withering 1000

Darkvision

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 discern colors in that darkness as shades of grey.

Fear of Water

Bloodfiends are completely disgusted by the sight of Water, and for them merely touching it causes a complete shock, causing them to puke on the spot. Since your 8th level, you can resist the shock by succeding a Wisdom Saving Throw (DC 15), and at 15th level you become immune to it.

Bloodthirst

Whenever you attack a Bleeding target, heal by 5 HP. Becomes 10 at 8th level, and half of your attack's Damage at 14th level.

Bound by Blood

Bloodfiends are bound to their families by their blood. Bloodfiend families are divided in Generations, where each Bloodfiend is instinctively bound to regard the upper Generations as their elders and to respect and obey them. Bloodfiends can only create other Bloodfiends of Lesser Generations, where the First Generation is the Leader of the Family, which will create the Second Generation, which in turn will create the Third Generation and so on. Bloodfiends born from the union of 2 other Bloodfiends have their generation as 1 below their highest generation parent (for example the child of a second generation and a sixth generation would make a third generation Bloodfiend). (children made from a Bloodfiend and another race are always born as Bloodfiends)

Ascendant Hardblood Arts

at 15th level, your Hardblood Arts reach the peak of their Strength, you gain:

  • You can reinforce your equipment twice
  • Reinforced weapons have their damage buff changed from 1/4th to half their original damage, and inflict 2 Bleed instead of 1, they also deal damage on a failed Attack Roll, but without any Damage Buffs
  • Reinforced Armors grant a resistance to Non-Magical Slashing, Piercing, and Bludgeoning damage
  • Summoned Weapons and Armors start with 1 Reinforcement for free.

Bloodbags

Undead born from a Bloodfiend, they are the bloodless husks of the Bloodfiends' Victims, reanimated with the only objective of accumulating Blood. If they were civilians, they will gain 50 MaxHP, their AC will be risen to 12 and they'll grow claws out of crystallized blood, which deal 2d6 + 4 Slashing Damage; if made from stronger creatures, they will retain all their feats, but their MaxHP and damage will be halved.


Bloodbags will attack any nearby creature on sight, and will consume their blood, storing it within themselves, when a Bloodbag gains enough Stored Blood, they will return to their creator, and offer themselves to them, allowing the Bloodfiend to gain all of its Stored Blood by killing it.


Bloodbags that cannot feed on blood for more than 3 days, or that no longer have a master, expire, leaving only ashes behind.


Bloodbags cannot be cured, as they are effectively undead.


Bloodbags are immune to bleed damage, and will gain Bloodfeast the same way as a Bloodfiend, which they can use to reinforce their weapons and to heal themselves like a Bloodfiend.


A Bloodbag

Dominion

A Dominion

Description

Solan's Lesser Seraphs

Appearance

Dominions usually have Pale skin, Golden eyes and white/light blonde hair.

Obtainment

You can become a Dominion by either being born as one or by having a Solan's Seraph turn you into one.

General Information


Age: Dominions Stop Aging at around 21 years old.


Alignment: Lawful


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Celestial

Abilities

  • +1 to all your scores, cannot become vampires.

Gate Mastery

Dominions have an innate spellcasting ability that lets them cast the Snap of the spell Gate anytime, they can also set gate locations instantly.

Angelic Descent

You fly 30 feet upwards and strike back down, knocking away anyone in a 15 feet area for a 30 feet knockback and damaging them for 2d6 +3 radiant damage, x2 damage to undead and fiends.

Heavenly Footed

You are immune to fall damage and if you get knocked prone you don’t have to spend movement on getting up.

Holy Flames

All of the Dominion's flames are converted to White Flames, and you inflict 1 White Burn with all of your attacks.

Divine Nature

Dominions don't have to drink or eat. They are also classified as "Celestials".

Nephilim


A Nephilim

Description

Ardor's Lesser Seraphs

Appearance

Nephilims usually have Pale skin, Purple eyes and Purple hair.

Obtainment

You can become a Nephilim by either being born as one or by having an Ardor's Seraph turn you into one.

General Information


Age: Nephilims Stop Aging at around 21 years old.


Alignment: Chaotic


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Celestial

Abilities

  • +1 to all your scores, cannot become vampires.

Gate Mastery

Nephilims have an innate spellcasting ability that lets them cast the Snap of the spell Gate anytime, they can also set gate locations instantly.

Demonic Descent

You fly 30 feet upwards and strike back down, knocking away anyone in a 15 feet area for a 30 feet knockback and damaging them for 2d6 Necrotic damage, x2 damage to Celestials.

Heavenly Footed

You are immune to fall damage and if you get knocked prone you don’t have to spend movement on getting up.

Unholy Flames

All of the Nephilim's flames are converted to Cursed Flames, dealing Necrotic Damage and x2 damage against TempHP, and you inflict 1 Cursed with all of your attacks.

Divine Nature

Nephilims don't have to drink or eat. They are also classified as "Celestials".

Nameless Alter


A Nameless Alter

Description

Altrum's Lesser Seraphs, they are born out of Malice and only live to perpetuate evil. They never feel fatigue, never feel hunger, and never feel any emotion, their entire existance is solely dedicated to bringing misery to others.

Appearance

Nameless Alters are totally black, with glowing white features.

Obtainment

You can become a Nameless Alter by venturing into Altrum's Plane, the Alter, and by encountering (and surviving) an Alter (Requires tier 4 Malice). Alters do not reproduce.

General Information


Age: Nameless Alters don't Age.


Alignment: Chaotic Evil


Size: Medium (from 5 to 6 feet)


Speed: Your base walking and climbing speed is 45 feet.


Languages: Common, Celestial

Abilities

  • locked at 16 in every stat, cannot become vampires.

Divine Nature

Nameless Alters are classified as "Celestials".

Malice Incarnate

Nameless Alters do not need to eat, drink, breathe, sleep, or rest. Nameless Alters are immune to all diseases, and immune to Slow, Weakness, Restrain, Stun, Dark Burn, Green Burn, Charmed, Frightened, Insanity, Blind, Deafness, Any shapeshifting ability, Psychic damage, Necrotic damage, Thunder damage, Any mind altering ability, You are immune to fall damage and cannot get knocked prone, All your Abilities that can only be used a set number of times a rest will recharge after 2 Hours since you used them. When you are killed, you will revive in the Alter dimension without any of your possessions (once a day). While within the Alter plane, you are completely immortal (cannot take damage), all your damage becomes True Damage, you have unlimited spell slots, and cannot backfire Arcanist spells.

Nightmarish Presence

All Creatures that see you have to roll a Wisdom Saving Throw, its DC being equal to the total of your levels, becoming Frightened by you on a failure. This roll can be retried every rest, and creatures that are 10 or more levels below you always fail the save. Each time you do something you use rapid, uncanny movements, and you can manipulate your size to become twice as big as a creature you have Frightened. All your equipment is absorbed into your figure, still having its effects but without altering your appearance (absorbing another armor will spit out the old one). You can instantly kill any Creature you Frightened if you are next to them and they are 10 or more levels below you.

Soul Reap

You can reap the soul out of unconscious beings by touching them. Doing so grants you two Runes. You can have up to 32 runes, you always know how many runes you have, and You can use them to:

  • You can pull one or more Creatures you Frightened into the Alter for 3 turns
  • You can use a rune to automatically succeed a casting roll (Arcanist's Spells)
  • You can use a number of runes equal to the spell's level to cast it for free (Non Arcanist's Spells)
  • Heal Yourself 20 HP
  • Cleanse half the stack of debuffs on you.

To Gain a rune from Soul Reap, your target must have a soul. Killing someone instantly Soul Reaps them.

Soul Eater

Whenever you have Runes, you enter a "Rune Berserk" state, in which you will inflict + twice your proficiency bonus damage, and receive - twice your proficiency bonus damage, cannot be disarmed, and have advantage on all rolls.


Whenever you have no Runes, you enter a weaker Rune Berserk, that has half the bonuses of a normal one.


You can also enter the Alter while not in combat, gaining 1 Rune if you have none.

Sheea


A Sheea

Description

Raphion's Lesser Seraphs

Appearance

Sheeas usually have a light skin tone, and always have golden eyes and golden hair, they also have two spinning halos on their arms and golden tattoos under their eyes.

Obtainment

You can become a Sheea by either being born as one or by having a Raphion's Seraph turn you into one.

General Information


Age: Sheeas Stop Aging at around 21 years old.


Alignment: Towards Good


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Celestial

Abilities

  • +1 to all your scores, cannot become vampires.

Light Marked

Sheeas have -1 to all their Cooldowns.

Skyward Bolt

You Condense your light into a bolt of shocking energy and shoot it at a target within 45 feet, dealing 2d8 + 10 Radiant Damage. 6 Turns CD.

His Incandescence

You invoke an Incandescent beam of light on your target, Cleansing their debuffs and granting them a +3 buff to their highest stat for 3 turns. 6 turns cooldown.

Blessed Constitution

Sheeas won't die on their 3rd failed death saving throws, but will instead die on their 4th, and they will also save themselves from death with only 2 successful death saving throws, and are immune to Purifying Burn

Divine Nature

Sheeas don't have to drink or eat. They are also Classified as "Celestials".

Amorus


An Amorus

Description

Unlike any other god, Thanasius has 2 kinds of Lesser Seraphs, ones he makes himself and ones born from his Seraphs, Amoruses are the ones he makes himself, Blessed by Thanasius's Moonlight.

Appearance

Amoruses have a Pale-Purple skin tone, a Black and Purple Eye with corruption tendrils leading to their arm, a blank eye, and Purple hair.

Obtainment

You can become an Amorus by Sacrificing 8 different Very Rare+ Items to Thanasius or by being born as one.

General Information


Age: Amoruses Stop Aging at around 21 years old.


Alignment: Chaotic, Towards Evil


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Celestial

Abilities

  • +1 to all your scores, cannot become vampires.

Superior Darkvision

You can see in dim light and darkness as if it was bright light, and you can discern colors in darkness. You will still see shadows but can see through them.

Hexed Blood

Amoruses are immune to Stun, Cursed, and Hexed, They are also resistant to Necrotic Damage but weak to Radiant Damage.

Sinister Gaze

Stare at your enemy with your cursed eye to deal 2 True damage and copy their buffs while sharing your debuffs. 5 Turns CD

Undulating Hex

Unleash a large burst of hex from your cursed side that forms into a large blade of hex that drops onto a foe, Dealing 2d12 Necrotic Damage and inflicting 2 Hexed. 6 Turns CD

Divine Nature

Amoruses don't have to drink or eat. They are also Classified as "Celestials". Corrupted Creatures won't attack you unless provoked.

Inferion


An Inferion

Description

Unlike any other god, Thanasius has 2 kinds of Lesser Seraphs, ones he makes himself and ones born from his Seraphs, Inferions are the ones born from the Intense Hatred of Thanasius's Seraphs.

Appearance

Inferions have Red skin, Purple eyes with black scleras and black scars under them, and brown hair. They also have 2 spinning halos on their head, which can be either red or pink.

Obtainment

You can become an Inferion by either being born as one or by having a Thanasius's Seraph turn you into one.

General Information


Age: Inferions Stop Aging at around 21 years old.


Alignment: Chaotic, Towards Evil


Size: Medium (from 5 to 6 feet)


Speed: Your base walking speed is 30 feet.


Languages: Common, Celestial

Abilities

  • +1 to all your scores, cannot become vampires.

Superior Darkvision

You can see in dim light and darkness as if it was bright light, and you can discern colors in darkness. You will still see shadows but can see through them.

Demonic Presence

Inferions gain +1 AC, deal +3 Damage, and gain 1 HP/turn regeneration every 5 turns they spend in a fight. all the buffs disappear at the end of the fight.

Burning Soul

Inferions inflicted with Burn deal +8 Damage, but also take +4 Damage.

Demonic Rage

An Inferion can resurrect himself from the death if killed in a fight, fully healing its HP and allowing them to continue the fight, however at the cost of losing 15 HP every turn until the end of the fight. Can be used once every 5 Fights.

Inferno Rift

Condense fire into your leg, then kick the floor, creating a wave of flame in a 15 feet cone, Dealing 2d8 + 8 Fire Damage and inflicting 2 Sundered to anyone hit.

Divine Nature

Inferions don't have to drink or eat. They are also Classified as "Celestials". Corrupted Creatures won't attack you unless provoked.

Background


This is only background available, it is basically the isekai'd.

Gaia Refugee

This Background can only be chosen if you have a race from Gaia


You were transposed from your house in the dimension of Gaia into this brand new world by the Unknown;


You learned local traditions and habits over the time but the skills that helped you survive in your old dimension are still engraved in your mind.


This background grants you the following:

  • Skill Proficiencies: chose 2 from: Deception, Perception, Sleight of Hand, Stealth, Survival.
  • Tool Proficiencies: One type of artisan’s tools or thieves’ tools
  • Languages: chose one language between any Gaia language (the races' dialets, Abyssal, Deep Speech, Celestial, Draconic).
  • Equipment: a set of common clothes, a silver coin from your old dimension.

Suggested Characteristics


Personality Traits

1 - I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past.


2 - Being transposed to a new world was a surprise, but a welcome one.


3 - Being Transposed there is probably my god’s bidding, I will do my best to serve him even from there.


4 - Time to pillage another dimension.


5 - Like in Gaia, I expect danger around every corner.


6 - I don’t usually talk about anything regarding Gaia, and often keep to myself, only ever speaking to other Gaia Refugees.


7 - I put no trust in this dimension’s fake gods, the only true gods are Gaia's deities.


8 - I constantly talk about my old days in Gaia and often confront this dimension with it.

Ideals

1 - One day, I will go back to Gaia. (Neutral)


2 - I Shall serve my deity eternally, even from this dimension. (Any)


3 - There like in Gaia, only the strong survive, the weak deserve what they get. (Evil)


4 - I Will show my race’s dominance even there. (Chaotic)


5 - I Shall find whatever brought me there and destroy it for the sake of whoever is still in Gaia. (Good)


6 - I will do my best to not repeat my previous life’s mistakes. (Lawful)

Bonds

1 - I will continue my lineage in this new dimension


2 - I’m alone in this new world, but it’s up to me to ensure my household’s name will become a legend even there.


3 - My family, household or friends are the most important things in my life, even when they are far from me.


4 - My deity means everything to me.


5 - It’s my duty to spread my lineage.


6 - I will prove to anyone who has laughed at me in Gaia that I can become stronger than them.

Flaws

1 - I often wake up in tears, because I dream about my old life in Gaia.


2 - Like Gaia taught me in the past, always assume the worst in people.


3 - I disrespect local traditions or religions who conflict with mine


4 - I may be too cautious sometimes.


5 - I won’t save those who can’t save themselves. it is natural that only the strong survive.


6 - Violence is my answer.

Vampirism


Do you want to be Broken and regen a lot of HP without casting spells at the cost of being vulnerable to fire? Vampirism is here to help! With its incredible and over powered abilities, Vampires can outregen even my mental strain! Try it now, you only need a flower; may have the side effect of burning your brain and making you dumb as hell


Anyone (except races that are immune to fire or with special blood) can become a vampire, it won't change your race and will give you vampire feats.

Obtaining Method

Cut youself on the thorn of a Bloodthorn, a flower which grows in dark forests, or drink a vampire's blood.

Curing Vampirism

Any stage of Vampirism can be cured with a Silver Sun.

Vampire Features

Unholy Constitution: You don't have to drink or eat, instead you need to feed on blood, having less than 1 Stored Blood will give you 1 level of exhaustion until you get one back back, increasing by 1 each Year you go without feeding, and you lose 2 Stored Blood each time you do a long rest.


Feed: You can drink an unconscious or willing humanoid's blood without any drawback by biting them, Drinking for at least 1 turn gives 1 Stored Blood. An humanoid can only give 3 Stored Blood total before dying. Vampires can feed from animals, dead humanoids, other vampires, or bloodfiends.


Vampiric Strength: Your Strength and Dexterity Score are risen to 14, and you are immune to all diseases.


Fast Regeneration: you can consume 1 Stored Blood to regenerate 1d6 (or 4) HP. Doesn't use an action.


Sunlight Weakness: While in contact with Sunlight, you suffer 20 fire damage per turn (this damage isn't affected by fire weakness), reaching 0 HP while in contact with Sunlight will instantly kill you, turning your body into ash.


Fire Weakness: you suffer x3 damage from fire, +15 damage from White and Green Burn, and lose any kind of fire resistance you had, also, reaching 0 HP from fire damage instantly turns your body into ash.


Becoming a Vampire also Makes your eyes Red and your skin a tone paler

Elder Vampire

Obtaining Elder Vampire

Elder Vampire is gradually obtained by feeding a determined amount of times, each feature given by elder vampire is obtained every 50 total feed charges (at 50, 100, 150 and 200 total feed charges) and is random, so it requires you to roll 1d4 each time you get a new one.

Features


1 Hyper Regeneration: Fast Regeneration now Heals 10 HP.


2 Lesser Fire Weakness: Reduces Fire weakness to +8 Fire damage suffered, and +6 Damage from White and Green Burn


3 Lesser Sunlight Weakness: Reduces Sunlight Weakness's Damage to 12.


4 Healty Feed: Feeding heals you by 12 HP.


Once you maxed your Elder Vampire, you can become a Bloodfiend by seeking one out and having them feed you their blood.



A Bloodthorn

Covenants


Covenants are a pact you bind yourself to, becoming a servant of a Specific God, granting you powerful blessings.


Covenants are divided in tiers, while the first 4 grants a visual change and a feat, there are infinite tiers.


Each tier since the second also grant you a Blessing, for a maximum of 4 Blessings. Any tier gained after you have all your blessings grant you a chance to reroll one of your Blessings.


To bind yourself to a Covenant, and to subsequentially gain tiers in it, you must search for an altar to the God you wish to serve, and swear yourself under it. Breaking a Covenant allows you to take another one, but locks you forever from gaining your previous ones.


Tiers are gained by using a Covenant Related Skill (usually the first one you gain as soon as you join the Covenant)


You start at 0 points. Points resets on rank up.

Tier Points Requirement Rewards
Tier 1 0 Feat
Tier 2 100 Blessing
Tier 3 250 Feat + Blessing
Tier 4 1000 Blessing
Tier 5+ 100 You can Reroll 1 of your Blessings

Here is a list of all available Covenants:

Covenant effects can be hidden at any time, but while Hidden won't allow you to use the Covenant's Feats.

Blessings


Blessings are gifts received from the Gods, these blessings give useful features to whoever obtains them.


Roll a d20 each time you have to get a blessing, if you find something you already have, reroll.


1 – Blood Heart: when you take someone’s life, you regenerate 50 HP


2 – Blessed Stomach: You no longer need food or water to live; if you could already do that, you instead regenerate 5 HP every turn.


3 – Mana Body: You suffer -3 damage from any attack


4 – Mana Arm: You deal +3 damage with any attack.


5 – Cold Heart: You Gain 6 HP regeneration each turn while in a cold place or while you have Slow.


6 – Molten Heart: You gain 6 HP regeneration each turn while in a hot place or while you have any kind of Burn.


7 – Blessed Immunity: You are immune to any kind of disease.


8 – Steel Soul: You gain +1 AC


9 – Spell Affinity: You gain 1 spell slot of level 6 at your disposal, if you are an arcanist you instead get a free snap.


10 – Everlasting: You no longer Age; if you could already do that, you instead regenerate 5 HP each turn.


11 – Unhuman Strength: You gain +2 Strength.


12 – Celerity: You gain +2 Initiative.


13 – Keen Mind: You gain +2 Intelligence.


14 – Colossus' Endurance: You gain 15 MaxHP.


15 – Elder Wisdom: You gain +2 Wisdom.


16 – Devil's Tongue: You gain +2 Charisma.


17 - Supernatural Reflexes: You gain +2 Dexterity.


18 - Built Different: You gain +2 Constitution.


19 - Nature's Blessing: You can talk to creatures that don't know or don't have a language and you will understand each other regardless.


20 - Linguist: You learn every Language.

Solan's Order

Solan is the God of Order, Magic, and Subjugation, he is worshipped by his order of Knights, and by many people across Gaia. To many, he represents a beacon of hope; and to others, he is nothing more than an oppressor of freedom.

Flagellant's Spires

Solan's Place of Cult is the Flagellant's Spire, enourmous towers covered in holy spikes, capable of eradicating the corruption within people. Sacrificing yourself to a Flagellant's Spire allows you to switch your covenant to Solan's Order.


The Subjugator of Freedom

Solan is openly against Ardor and all of his creations, all servants of Solan share his hatred towards Rigans, Abyss Walkers, and Morvids.

Solan's Blesseds

Castellans are Solan's Blessed Race, he has granted them their magical prowess and their affinity for blessings.

Ruler of the Mortal Plane

Unlike other Gods, Solan doesn't own a plane of existance to house his worshippers, and instead tries to exert his dominion over the mortal plane, having his worshippers build Castles and other fortified buildings for his Order to find respite at.

Purity Tier 1:


A small light circle resonates from the divinity of your soul (the circle comes out sometimes). You gain the "Subjugator" Feat


Purity Tier 2:


Lust and desire are no longer a part of your soul. A second light circle forms (they also appear at a higher rate than T1).


Purity Tier 3:


You feel whole again, the light circles constantly envelop your body. You gain the "Flagellant" Feat


Purity Tier 4:


You’ve became something divine, pulsating light symbols form around you


This tier of purity is also called Apotheosis.


You can also call upon a Seraph to turn you into a Dominion

Subjugator

You are able of creating an indestructible pair of handcuffs to bind an unconscious or willing creature, these handcuffs cannot be removed and will hinder that creature's actions, making them unable to do any attack. The Handcuffs can only be removed by someone who possesses this feat. Handcuffing someone awards 2 Purity Points.

Flagellant

Whenever you hit an impaired Creature (a creature that cannot act or move either by a status effect or because its grappled / prone), you Flaggelate them, summoning a White Flame Whip to strike them simultaneosly to your attack, inflicting 1d8 +4 Fire Damage, 2 White Burn and 2 Bleed

Ardor's Legion

Ardor is the God of Chaos and Freedom, he is worshipped by his Legion of Abyss Walkers. While for some the concept of "Freedom" Ardor Incarnates is a purely good one, Ardor doesn't distinguish between good and evil, as long as chaos is involved.

Ardorian Wells

Ardor's Place of Cult is the Ardorian Well, Churches situated above Ardor's Abysses. Within these Wells, a weirdly Pink fluid flows, said to be able to shatter all shackles imposed on an individual. Sacrificing Yourself to Ardor's Statue allows you to switch your covenant to Ardor's Legion.


Chaos Incarnate

Ardor is closer to a natural disaster than an individual, acting on instinct and creating Seraphs subconsciously as the forces of chaos dwindle in Gaia. As Such, he is the natural enemy of Solan and his order, but unlike Solan, he isn't openly opposed to his creations, and allows them to join his Legion on occasion.

The All Dark

Ardor has created a space exclusively for his worshippers, the All Dark. This space can be accessed by members within his legion, by jumping within one of Ardor's Abysses, which are Enormous bottomless pits scattered through the world.

The All Dark Inn

While suspiciously out of character for Ardor, The All Dark houses a virtually infinite space for his Legion, overseen by his Seraphs. It is also said that High Ranking members of his Legion can access the All Dark from anywhere, and can enjoy its confort as they see fit.

Chaos Tier 1:


Random patterns begin to rarely appear around you. You gain the "Liberator" Feat and can access the All-Dark by jumping into one of Ardor's Abysses


Chaos Tier 2:


You feel a weight lift from your shoulders, The patterns appear more frequently.


Chaos Tier 3:


You feel like no one can control you, the patterns begin shaking and become more random than before. You gain the "Chaotic Cast" Feat


Chaos Tier 4:


You’ve became truly free from any shackles you had, no more will anything weight you down. The Patterns are always visible around you.


This tier of Chaos is also called Pandemonium.


You can also call upon a Seraph to turn you into a Nephylim, and you can access the All-Dark from anywhere while not in combat.

Liberator

You can open every physical lock. Grants 1 Chaos Point for every Unique Lock unlocked. (Unlocking an handcuff made from the "Subjugator" feat always gives 1 point)

Chaotic Cast

You roll a d12, then innately cast an Arcanist spell, as shown in the table below. 1 Turn CD.

Roll Spell
1 Gate Backfire (Random tp)
2 Ignis
3 Gelidus
4 Snap Pondus
5 Beast Claw
6 Summon Shriekers
7 Armis Backfire
8 Snap Nocere
9 Unseen Form
10 Snap Percutiens
11 Manus Dei Backfire
12 Manus Dei

Altrum's Wraiths

Altrum is the God of Evil and Malice. Besides his very own knights and followers that preach his ideals of evil. He is the one who rules over his plane, known only as the Alter. A domain that is a mockery of our own; ruined and destroyed and filled with horrors beyond our immagination.

The Alter

Altrum's Dimension, a nonsensical mess of corridors and empty locations located which houses Altrum's Seraphs, the Alters, and the Hall of Mirrors. Through inaccessible to the commonfolk, true worshippers of Altrum's Evil are said to be "Guided" by Altrum Himself, and spontaneously appear within the Alter after going to sleep. Through not everyone is worthy of becoming one of Altrum's Wraiths, as the Alters inhabitating the dimension will chase down any trespasser.



One of the many nonsensical locations of the Alter

True Evil

While Altrum is the God of Evil, he isn't opposed to Solan, and can even benefit from the God of Order's actions.

The Hall of Mirrors

The Hall of Mirrors is a place located within the Alter that can be accessed by Altrum's Worshippers by phasing through a mirror, there his worshippers find comodities at the cost of Runes, and can interact with the Alters roaming the plane.

The Alters

Sick imitations of humans, the Alters are effectively Altrum's Seraphs. They roam the Alter plane and sometimes manifest into the real world as mass hallucinations, causing panic amongst the people. While as hallucinations they cannot harm you, if you somehow find yourself against an Alter in the Alter plane, you will probably be gutted in a matter of seconds. (examples of Named alters are beings like "The Boiled One" or "The Siren Head", while other nameless ones resemble black silhuettes of humans with glowing white features). Alters do not enter the Hall of Mirrors, and will attack anyone regardless if they are a friend or foe (except other Alters).

Malice Tier 1:


Small Vortexes of darkness rarely appear around You. You gain the Soul Rip feat.


Malice Tier 2:


The Vortexes of darkness get bigger and appear more frequently.


Malice Tier 3:


Shadow envelops you, you constantly emanate a dark aura. You gain the True Berserk feat.


Malice Tier 4:


Enmity consumes you, your face is locked in an everlasting smile, you gain the Mask of Enmity.


This tier of Malice is also called Enmity.


You can now access the Hall of Mirrors from any Reflective surface made of glass.

Soul Rip

You can rip the soul out of unconscious beings by touching them and concentrating for 2 turns. Doing so grants you a Rune, You can have up to 16 runes, they are shown on your arms and are visible through your Armor. As a follower of Altrum you can use them to:

  • Enter a “Rune Berserk” state for 3 turns, in which you will inflict + your proficiency bonus damage, and receive - your proficiency bonus damage, cannot be disarmed, and have advantage on strength rolls, but you will lose control of yourself, attacking the nearest creature, and suffering a 1d4+6 Necrotic damage at the berserk's end
  • You can use a rune to automatically succeed a casting roll (Arcanist's Spells)
  • You can use a number of runes equal to the spell's level to cast it for free (Non Arcanist's Spells)
  • Sacrifice 1 Rune for 1 Malice Point.

To Gain a rune from Soul Rip, your target must have a soul.

True Berserk

You unlock Rune Berserk's True Potential, removing all of its debuffs, automatically gaining 1 Rune each time You kill something, and doubling its buffs and length at the cost of doubling the rune cost.



The Mask of Enmity

Church of Raphion

Raphion is the Sun-God of Light, half brother of Thanasius. He is, unlike many other Gods, always present in everyone's life, as he is most literally the Sun. Raphion is a mostly Good oriented god, and his Light is in fact capable of burning away the Undead and Fiends with ease.

Illustris

Raphion's place of worship are his Churches, located within Illustris, his floating isle located far above the clouds, into a (floating) Land always under the Sun's Incandescence. Unlike The Skyian's Sky Islands, Illustris can be accessed by Raphion's Followers through various portals scattered around the world, and as Raphion's followers' De Facto Capital, is happy to accomodate all the people blessed by his light.


Absolute Radiance

Raphion's Servants are openly opposed to Thanasius's Cult. Even if they are Half-Brothers, The two gods have never been at peace, always waging war against each other.

Radiance Tier 1:


Raphion has blessed your soul. A 5 feet dim light emanates from you. You gain the Feat "Bless"


Radiance Tier 2:


The Light within you gets stronger, you sometimes emit a small ray of light.


Radiance Tier 3:


Raphion's warmth envelops you. You gain the "Holy Light" Feat.


Radiance Tier 4:


You become a Bastion of Sunlight, capable of dispersing even the thickest shadows. You now emit a Bright Light in a 30 feet area and constantly emit small rays of light.


This tier of Radiance is also called Incandescence.


You can also call upon a Seraph to turn you into a Sheea

Bless

You Bless a target within 30 feet with Raphion's Sunlight, cleansing them of half of their debuffs and healing them 5 HP per unique debuff cleansed. Also gain 1 Radiance Point everytime you cleanse at least 1 debuff you did not inflict yourself (or that the target inflicted to themselves, unless you are in a fight). 2 Turns CD.

Holy Light

You envelop yourself and all your allies in Raphion's shielding light, allowing them to suffer no damage from the next attack they receive. 5 Turns CD.

Cult of Thanasius

Thanasius is the Moon-God of Darkness and Corruption, half brother of Raphion. He is, unlike many other Gods, always present in everyone's life, as he is most literally the Moon. While most regard Thanasius as an evil god, his Corruption is without any Malice, and could be used for good, but the century-old stigma of evilness that happened by misusing Thanasius's Corruption led to an inevitable bad outlook for him and his servants.

Norn

Thanasius's place of worship are his Churches, located within Norn, his floating isle located Deep Below the Earth, into a place devoid of anything but darkness. Norn is located within an hollow in the Earth, and as such it is a floating isle, like Illustris, even if underground. Not even a single ray of light permeates these lands, and only Thanasius's Followers can be found within. Norn, much like Illustris, can also be accessed through various portals scattered around the world, but most of them are heavily guarded by Raphion's Servants, with the order of destroying anything that comes or goes from such portals.


Thanasius's Curse

Thanasius's Servants weren't initially evil, even Metrom was a mostly Neutral Seraph, but since the war between Thanasius and Raphion started, a seeping evil intruded itself into Thanasius's Servants, and thus from his servants's hate was born a new kind of Seraph, one not born from Corruption or Darkness, but one born out of spite towards the entire world, the Inferions, and with them the Corruption was unleashed on the mortal plane, leading to entire chunks of land to become cursed, and to all of its inhabitants to morph into unsightly abominations that are constantly in a state of berserk, without any control.

Corruption Tier 1:


Thanasius has begun to taint your soul. Dark-purple smoke beings to resonate from your being. You gain the "Corruptor" Feat.


Corruption Tier 2:


A power fills you. His influence grows stronger. The smoke becomes more visible.


Corruption Tier 3:


Dark particles float around you. You gain the "Death Curtain" Feat.


Corruption Tier 4:


The pain and suffering you went through has been fierce. You have proven yourself to be Thanasius’s blessed servant, you spread even more dark particles.


This tier of corruption is also called Anathema.


You can also call upon a Seraph to turn you into an Inferion

Corruptor

You can touch an unconscious creature, turning it into a friendly Shrieker and awarding you 1 Corruption Point.

Death Curtain

You rain Corruption over your enemies, inflicting 3d6 +12 Necrotic damage to all of them. This skill instantly kills a creature it would've otherwise knocked unconscious. When this skill kills a creature, All your Cooldowns will be reduced by 1 (including this skill's), and you will regenerate 15 HP. 4 Turns CD.

Way of Narthana

Narthana is the Goddess of Nature and Healing. Narthana is highly regarded as a Good aligned Goddess, but her following isn't as big as the other Gods', because of her non-violent and non-discriminatory teachings.

The Forgotten Sanctums

Narthana's place of worship are her Sanctums, located deep within forests, often overgrown with plants and overflown with Narthana's Healing powers. Most Forgotten Sanctums have no need for maintenance, as plants won't ever damage them and will even grow in a way that helps the Sanctums trive.


Lifesong Dragons

Unlike other Gods, Narthana has no Seraphs or such, she instead created the Lifesong Dragons, a peculiar breed of green dragons capable of breathing out healing vapors instead of harmful elements. These creatures are often found nesting in dense forests rich of life and can be often spotted using their healing powers to help the locals. The union between the Lifesong Dragons and Humans created the Daminosses.

Lifesong

Narthana's Healing powers, capable of dispersing any ailment, even Thanasius's Corruption. Much of Narthana's Powers were stolen by The Prince of Cures, as he used them to ascend into a new God of Healing, and to form his own Church of Healing, but even if they embody the same concept, Narthana and The Prince's Healing is different enough for the two kind of Gods to exist at the same time.

Mercy Tier 1:


Narthana recognizes you as one of her blessed healers, you emit a feint green Lifesong aura. You gain the "Lesser Heal" feat.


Mercy Tier 2:


Your aura grows stronger and is no longer feint.


Mercy Tier 3:


Your aura increases in size and envelops you. You gain the "Blessing of Life" feat.


Mercy Tier 4:


You understood the pain of living and decided to give your all to mend that pain, your Lifesong Aura grows as strong as it can be.


This tier of Mercy is also called Redemptor


If you are a Daminos, you also gain the "Awakened Lifesong" feat.

Lesser Heal

You heal one Creature within 30 feet for 1d8 +6 HP. 1 Turn CD. Grants 1 Mercy Point. The healing increases to 2d6 +8 at 5th level, 3d6 +10 at 10th level, 4d6 +12 at 15th level, and 4d8 +15 at 20th level.

Blessing of Life

While outside of combat for at least 1 minute, you rapidly heal all your wounds through the power of Lifesong, regaining all your HP and regrowing missing limbs. Also gain the effects of Lifesong Enchant as soon as you gain this feat, allowing you to have another enchant but still keeping Lifesong's effects (cannot have double Lifesong).

Awakened Lifesong

Only Daminosses can receive this Feat


You awaken your latent draconic abilities, growing wider horns, a dragon tail, and a pair of dragon wings that let you glide in the air. You also always have Draconic Aura's Regen bonus active, and your Mulligan Realm allows all your allies to stay at 1 HP instead of going unconscious for its duration.

Edicts


  • Legends tell stories about mysterious abilities that only a few
  • chosen ones own,
  • powers beyond immagination capable of bending the world's
  • rules under their will with a snap of fingers,
  • such abilities are called Edicts.

Each Edict has a different power and a quest ("Obtainment") required to unlock. Edicts have 3 Tiers of Progression, which are achieved by doing specific actions related to each. Edicts use your highest stat for their Spellcasting Ability, DC (8 + stat mod), and Attack Bonus


Edicts are not known to anyone, not even their owners acknowledge the fact they unlocked it until they unintentionally use its abilities (since Edicts use willpower to activate), this makes Edicts really hard to unlock intentionally. After using your Edict's Abilities once, you gain a Mark on your forehead, related to your Edict.


Edicts run in the Lineage, meaning that your children will be born with the Edict already obtained, and all the children you had before you obtained an edict will also obtain it at the same time you do, however they won't share your same tier, and will always start from tier 1. Children born with an Edict won't know they have it unless they unintentionally use its abilities, and won't be able to manifest it unless under the threat of death.

Edicts

Seer Edict

Healer Edict

Blademaster Edict

Jester Edict

Riftwalker Edict

Venian Edict

Astral Edict

Seer Edict

The Mark of the Seer

Obtaining Method

Successfully complete 150 tasks that someone else asked you to do


Be at least 25 Years Old


Have any tier of Purity


Once all requirements are met, Sacrificing yourself at a God's Altar (like Flagellant Spires or Ardorian Wells) will grant you the Seer Edict (Sacrificing with all the requirements met will not kill you)

Progression

Do Another 75 tasks that someone else asked you to do

Effects

Tier 1

Analysis

You can access the character sheet and read the mind of one target you can see. this feat can be used anytime for free. (you cannot see current HP, TempHP, or used spell slots)

Tier 2

Intent

You can see up to 6 seconds (1 turn) in the future, this also gives you advantage on every saving throw you make and gives your enemy a disadvantage when it tries to hit you.

Tier 3

Watchful

You cannot be percieved through anything that is not a living being's natural senses (this also means that you cannot be percieved by someone if their senses are altered by magic, unless within sight range).

Healer Edict

The Mark of the Healer

Obtaining Method

Heal 150 Different People


Have a Spellbook with at least 30 Spells


Have any tier of Purity


Once all requirements are met, Sacrificing yourself at a God's Altar (like Flagellant Spires or Ardorian Wells) will grant you the Healer Edict (Sacrificing with all the requirements met will not kill you)

Progression

Heal another 75 Different People

Effects

Tier 1

Healer

You can innately cast Mederi as a Cantrip.

Mederi

9th Level Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration

  • You can heal 1 target (excluded yourself) for 6d4 HP each
  • turn you focus on casting this spell, you can also change
  • target for free without losing concentration, this spell also
  • heals any phisical and magical condiction
  • (ex: missing limbs, illness, curses, etc.)
Tier 2

Greater Mederi

Mederi can now target up to 6 targets and you will receive the same healing as the target who got the lowest heal from mederi.


Mederi uses 6d6 for its healing now.

Tier 3

Eyes of Narthana

You always know the MaxHP, current HP, and TempHP of every being in a 60 feet area.


Mederi uses 8d8 for its healing now.

Blademaster Edict

The Mark of the Blademaster

Obtaining Method

Kill 150 different People (any sentient and high intelligence being (like a human) counts)


Have any Tier of Purity or Corruption


Once all Requirements are met, Sacrificing yourself to a God's Altar (like Flagellant Spires or Ardorian Wells) will grant you Blademaster Edict (Sacrificing with all the requirements met will not kill you)

Progression

Kill another 75 different People

Effects

Tier 1

Recall Weapon

You can make the weapon you are holding vanish and recall it anytime for free (you can have multiple weapons vanish and you are able to decide which one to recall). You are also able to recall a +3 version of any common weapon at will.

Tier 2

Control Weapon

You can move any weapon that is not being held by someone with your force of will, however your control is limited to a 120 feet area

Tier 3

Destroy Weapon

You can destroy one weapon you perceive, if the weapon is not magic, you can destroy it for free anytime, else this feat has a 12 Turns CD. If the weapon is an artifact or unique, you instead make the weapon vanish for 12 turns, and make its user unable to recall it until the end of this feat's effects.

Jester Edict

The Mark of the Jester

Obtaining Method

Steal a total of 25k GP (deceiving someone into giving you money and money earned by selling stolen goods also counts toward the total)


Deceive someone into doing something that gets them killed.


Backfiring Gate while someone else is in its range will Grant you the Jester Edict (you won't die from the Backfire, but the other dude will)


Jester Edict splits in 2 versions, α and β. It's up to your DM to decide what version you get.

Progression

Steal another 10k GP (same rules apply)

Effects

α

Tier 1

Conjure Snowball

You can conjure a harmless snowball and magically fling it towards somebody, inflicting 1 Blind

Wallet Swipe

You can steal all of someone's money by touching them.

Time Stop Movement

You are able of moving while time isn't flowing, and you are immune to time related effects.

Tier 2

Time Halt

You briefly stop time, allowing you to move up to 10 feet from your initial position. This feat can also be used as a reaction to avoid being hit. 1 Turn CD, which increases to 6 if used to evade an attack.

Tier 3

Time Stop

As a Free Action, You can stop time around you for 1 turn, allowing you to have another turn for free. 10 Turns CD.

β

Tier 1

Conjure Snowball

You can conjure a harmless snowball and magically fling it towards somebody, inflicting 1 Blind.

Wallet Swipe

You can steal all of someone's money by touching them.

Epitaph

You can dodge one attack once every 6 turns.

Tier 2

Time Skip

You can skip time ahead a turn in a 30 feet area. All actions during this time will occur as if they already happened, creatures will be moved forward in what direction they were going, attacks will occur instantly (and always miss), if somebody was in air they would be skipped to the ground, fire will burn players instantly, the effects of spells are accelerated, etc.

Tier 3

Time Erase

You Erase the effects of any action that occurred last turn, except movement, and you gain an opportunity attack on any creature nearby. 10 turns CD.

Riftwalker edict

The Mark of the Riftwalker

Obtaining Method

Kill 50 different races of creatures (not counting humanoid races)


Kill 5 different high level threats (CR of at least 15)


Visit 100 Different Locations


If you have all the requirements, holding a Void Key will make it shine pink, if you hold it and jump into an Abyss, you will obtain this edict. (You won't die an will be taken at the location you jumped at, The Void Key is consumed upon obtaining this edict)

Progression

Kill another High Level Threat and jump into another Abyss while wielding a Void Key. (also consumes the Void Key)

Effects

Tier 1

Rima

You can open a portal to any location you have ever visited for 1 turn, also works across planes of existance or through other dimensions.

Tier 2

Conisura

Open a rift on an enemy, sucking out all status effects currently applied to them, and then exploding, dealing 5 True Damage for each debuff on the enemy. No CD. (stacks of the same debuff increase the damage)

Tier 3

Dominioneer

You are immune to any environmental effect. (Things like lava, poison swamps, hails, or magically created rains of fire won't affect you)

Venian Edict

The Mark of Greed

Obtaining Method

Have at least 50k GP


Sell at least 5 Items of Very Rare+ Rarity


Have Midas Enchant


If all the Requirements are met, 4 Golden Orbs will appear around you and will follow you (You are the only who can see these Orbs), These orbs will require you to sacrifice 5 different Very Rare+ Rarity items each and will then disappear (an item used in an Orb cannot be used again on that Orb, but can be used on another Orb).


Once all Golden Orbs Disappear, Holding a Stellian Core, a Narthana Sigil, a Phoenix Down, and a Void Key at the same time at once will consume them and grant you Venia.

Progression

Sacrifice another 5 Very Rare+ Rarity items (which you haven't sacrificed previously) to a Golden Orb (which you can summon at will).

Effects

Tier 1

Muto

You can sacrifice any Uncommon+ Item and converts it into Primal Essence. Using this Essence you can summon an Item of Uncommon+ Rarity at any time. (Sell Values and Buy Values are up to the DM) (Unique items are excluded from Muto)

Tier 2

Permuth

Increases your Highest Stat's score by half for 4 turns. 4 turns CD.

Tier 3

True Venian

Killing something summons 500 GP out of thin air. You can consume 500 GP to increase the damage of your attack by 1 (can be used as many times as you want with no cooldown as long as you have money).

Astral Edict

The Astral Crown

Obtaining Method

Fuse a Stellian Core with 5k GP and 5 Astral Shards (rare drops from Corrupted Creatures) to obtain a Celestial Emblem


Wear the Celestial Emblem and kill 30 Corrupted Creatures


Wear the Celestial Emblem and Kill an High Level Threat (CR of at least 15)


After killing the High Level Threat, The Celestial Emblem will Disappear and you will be granted the Astral edict

Progression

Progressing the Astral Edict requites you to create another Celestial Emblem and to kill another High Level Threat while wearing it. (consumes the Celestial Emblem each time)

Effects

Tier 1

Starborn

Astral Creatures are neutral to you, you also summon a Star over your head every time you do a Critical Hit, or inflict a Debuff. Stars will disappear at the end of the fight.

Tier 2

Edo

Consume 5 Stars to throw a d4 and Create a Constellation, granting all your allies a buff for 5 turns depending on the roll. This feat can be reused as soon as the Constellation disappears.

Roll Effect
1 +12 Damage Dealt with any attack
2 -8 Damage Taken by any attack
3 Advantage on all rolls
4 Can Critically Hit even if you roll a 17, a 18, or a 19
Tier 3

Utor

Consume 2 Stars to heal 100 HP to yourself. 5 turns CD.

Weapons


Here you can find all the new weaponry that this Homebrew Offers.

Caestus

Appearance

The Caestus is a gauntlet of leather bound with sinew to your forearms, with brass studs on the knuckles. The leather makes it more comfortable to punch and the brass studs increase pain.

Stats

Simple weapon, Special


Using these gauntlets counts as being unarmed, and all your unarmed strikes have a +2 to their damage.

Wraith sword

Appearance

Stats

Martial Weapon, Special


1d12 +3 slashing damage;


Wraith Knights can summon this sword at will, and this sword Automatically repairs any damage it suffers.

Abyss Greatsword

Appearance

Stats

Martial Weapon, Heavy, Reach (5ft.), Versatile (2d8), Special


2d6 +2 slashing + 4 necrotic damage;


This weapon Automatically repairs any damage it suffers.

Abyss Dagger

Appearance

Stats

Simple weapon, Thrown (Range 20/60), Special


1d6 slashing + 1d6 + 2 necrotic damage;


can be summoned/unsummoned at will, even after being thrown, holding the dagger and the greatsword together allows you to perform a special attack once per turn, this attack consumes 1 action and 1 bonus action but deals 3d6 + 2 slashing and 2d6 + 4 necrotic damage on successful hit;


This Weapon Automatically repairs any damage it suffers.

Sanctum Spear

Appearance

Stats

Simple weapon, Special, Finesse


1d8 + 4 Piercing Damage


You can’t be immune or resistant to this weapon's damage;


This weapon is binded to the church knight's hand with a indestructible magical link, This means you can't be disarmed and you can't be more than 15ft away from your spear;


This weapon Automatically repairs any damage it suffers.

Sanctum of the Unknown

Appearance

Stats

Simple weapon, Special, Finesse


1d8 + 6 piercing damage;


The Sanctum of the unknown is bound to the church knight and can be summoned and dismissed at will without wasting actions; You can summon up to 2 of them.


This weapon Automatically repairs any damage it suffers.

Energy Spear

Appearance

Stats

Simple Weapon, Finesse, Versatile, Thrown(60ft.), Special


1d12 + 6 Piercing Damage;


If thrown, this weapon goes past every obstacle and deals 1d8+4 force damage to every Being hit by the spear.


The Weapon's color varies from Dragon Rider to Dragon Rider.

Katana

Appearance

Stats

Martial weapon, Versatile(1d10), Finesse, Special

1d8 + proficiency bonus Slashing Damage;


You have to spend one bonus action to unsheathe the katana;


This weapon Automatically repairs any damage it suffers.

Cursed Katana

Appearance

It differs from samurai to samurai.

Stats

Martial weapon, Versatile(1d12), finesse, Special


1d12 slashing damage + 3 + your proficiency bonus in necrotic damage;


This weapon deals +5 necrotic damage to non-humanoids;


This weapon can repair itself with blood;


this weapon cannot be stolen, it will just appear back near its owner;


This weapon Automatically repairs any damage it suffers.

Scythe

Appearance

Stats

Martial weapon, Versatile(1d10), Finesse, Special


2d6 + Your proficiency bonus Slashing Damage;


Deals double damage to fiends and undead;


This weapon Automatically repairs any damage it suffers.

Tanto

Appearance

Stats

Martial weapon, Light, Finesse, Thrown(range 30, 60ft.)


1d6 + Your proficiency bonus Slashing Damage;


This weapon Automatically repairs any damage it suffers.

Wakizashi

Appearance

Stats

Martial weapon, Light, Finesse, Thrown(range 30, 60ft.)


1d6 + your proficiency bonus + 4 slashing Damage, also gains any buff your Tanto has, like feats given buffs or enchants;


This weapon Automatically repairs any damage it suffers.

Sickle

Appearance

Stats

Martial weapon, Light, Finesse


1d6 + 3 Slashing Damage;


This weapon deals double damage to fiends and undead.

Armors


There you can find all the new armors that this homebrew offers, the prices for some of these armors is up to the DM to decide (there obviously are different versions for male and female, i just drew the male version, the other one is up to your imagination ( ͡° ͜ʖ ͡°).


Necromancer's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


+2 to your cast rolls if you are a Necromancer


mostly Sold in Ardor's temples.

Illusionist's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


+2 to your cast rolls if you are an Illusionist


Sold anywhere

Monster Hunter's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


+2 to your cast rolls if you are a Monster Hunter


Mostly sold in Ardor's temples

Florist's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


+2 to your cast rolls if you are a Florist


Sold anywhere

Oni's Outfit

Appearance

Please capcom do not strike me down

Stats

Light


12 + your dexterity modifier AC


Sold Anywhere.

Sage's Outfit

Appearance

Stats

Light


12 + your dexterity modifier AC


Sold Anywhere.

Errant Armor

Appearance

Stats

Medium


15 + your dexterity modifier (max 2) AC


Sold in any sigil knight outpost.

Wraith Knight's Armor

Appearance

Stats

Medium


15 + Your dexterity modifier (Max 2) AC


Received for free with the feature "Wraith's Oath"


Automatically repairs any damage it suffers

Wraith Knights' Helmet

Appearance

Stats


+1 AC


Received for free with the feature "Wraith's Oath"


Automatically repairs any damage it suffers

Abyss Walker's Armor

Appearance

Stats

Medium


15 + Your dexterity modifier (max 2) AC


Received for free at your first visit in the All-Dark as an Abyss walker, can also be repaired for free in the All-Dark.

Lapidarists' Armor

Appearance

Stats

Heavy


17 AC


Sold Anywhere

Church Knight's Armor

Appearance

Basic Church Knights' Set.

How your armor looks like with the "Prince's Bless" Feature.

Stats

Medium

13 + Your Dexterity Modifier (Max 2) AC (becomes 15 + dexmod with "Prince's Blessing", and 18 with "Eternal Servant" (The helmet fuses to the armor when you gain Prince's Bless).


Automatically repairs any damage it suffers


Gained for free with the feat "Church Knight's Oath"

Church Knights' Helmet

Appearance

Base Church Knight helmet,

Wore with pride by any Church Knight.

How your helmet looks like with the "Prince's Bless" Feature

How your head look like with the "Eternal Servant" Feature. (don't mind the youtube clickbait background)

Stats

+1 AC


Gained for free with the feat "Church Knight's Oath"

Dragon Slayer's Outfit

Appearance

Stats

Medium


14 + your dexterity modifier (max 2) AC

Night Lord's Outfit

Appearance

Stats

Light


12 + Your Dexterity Modifier AC


Easily found in any black market.

Spy Master's Outfit

Appearance

Stats

Light


12 + Your dexterity modifier AC


Sold anywhere.

Samurai's Outfit

Appearance

Stats

Light


13 + Your dexterity modifier AC

Shinobi's Outfit

Appearance

Stats

Light


13 + Your Dexterity Modifier AC

Adjudicator's Coat

Appearance

Stats

Light


13 + Your Dexterity Modifier AC

Enchants


Did you ever felt that sensation of delusion when a random goblin damaged you even if you have a full plate armor? Do you feel that using normal attacks is underwhelming when you can cast huge pillars of dark flame at your enemies? Enchants are just what you needed to Fix all your problems, with these, even the most boring swing will become an huge anime attack, if you ever manage to get your hands on one.


This is the list of all available enchants for weapons:

Inferno

You inflict 2 Burn with all your attacks, and deal +5 Damage against targets with Burn


Obtainment: Beat Yar'Thul, The Blazing Dragon

Reaper

You gain +2 HP Regeneration per turn, you deal +2 Damage for each 1/4th of your HP missing, and you Heal 5 HP on hit.


Obtainment: Use a Lineage Shard

Midas

On Hit, Flip a Coin. On Heads Deal +5 Damage and gain 75 GP.


Obtainment: Destroy 50k GP as a sacrifice to the God of Fortune.

Lifesong

After a successful attack, All your heals are increased by +8 for 3 turns (stacks). Your Incoming Healings are Doubled.


Obtainment: Reach Tier 3 Way of Narthana or heal 15k HP total.

Cursed

On Hit, inflict 1 Cursed and roll a d4, inflicting a different debuff based on the roll. You also deal +5 Damage to targets suffering Vulnerable or Weakness.


Obtainment: Beat Thorian, The Rotten

d4 Debuff
1 Vulnerable
2 Weakness
3 Hexed
4 Sundered

Blessed

On Hit, inflict 1 Raphion's Mark (has no effect, but doesn't expire). Hitting a target with 3 Raphion's Mark causes them to explode in a burst of light, dealing 10% of their MaxHP as damage, and inflicting 2 Sundered


Obtainment: Beat Seraphon

Spectral

You ignore all Resistances and Immunities.


Obtainment: Beat Arkhaia

Frost

You inflict 1 Slow with all your attacks, and deal +5 Damage against Slow targets.


Obtainment: Touch a Fairfrozen

Evil

On Hit, Flip a Coin. on Heads inflict 1 Hexed. When inflicted with a Debuff, inflict it back to all your enemies (except if they have Evil Enchant themselves).


Obtainment: Beat Metrom's Vessel

Spells

There you can find all the Arcanists' Spells, Sorcerers and Wizards can also learn normal spells and God spells.

Spell Index


Ignis

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You summon a wave of flames through your free hand, burning everyone in the area for 3d6 +3 fire damage, and inflicting 3 Burn.


Backfire: you instead deal damage to yourself and suffer 2 Burn.


Snap: You cast a fireball that deals the same damage as normal ignis, this fireball has a 60 feet range and explodes damaging anyone in a 5 feet area, but deals no Burn.

Gelidus

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You summon waves of Ice through your free hand, freezing everyone in the area for 3d6 +3 ice damage, and 3 Slow.


Backfire: you instead damage and slow yourself for 2 turns


Snap: You create ice under your feet and skate over it, quadrupling your speed until you dismiss this spell or cast another snap, however, using this spell for more than 3 turns automatically dismisses the spell and makes you suffer 2d6 cold damage and 2 Slow.

Celeritas

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <10

Your target’s speed is doubled and they can do one more action per turn as long as you concentrate on casting this spell and until they are in the 60 feet area.


Backfire: Your speed gets halved and you can do one less action per turn for 2 turns.


Snap: You can swap places with something you can see as an instantaneous effect.

Pondus

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <10

Your target’s speed is halved and they can do one less action per turn as long as you concentrate on casting this spell and until they are in the 60 feet area.


Backfire: Your speed gets halved and you can do one less action per turn for 2 turns.


Snap: the spell becomes instantaneous and everyone 10 feet or closer to you suffers the debuff, This Snap can also be stacked by continuing to cast it. hitting 0 speed to Snap Pondus' effects will make you unable to make any action.

Trahere

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet (15 feet Sphere)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You Summon a 15 ft. vortex sucking everything to its centre and deal 2d6 +3 force damage to whoever is struck by it.


Backfire: You damage yourself for 2d6 force damage and also halve your speed for this turn.


Snap: This spell deals twice the damage, has twice the range, and halves your target’s speed for 1 turn.

Sraunus

1st Level Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 15 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You propel yourself forward, engulfing anyone you pass by in flames, dealing 2d4 +2 fire damage.


Backfire: you suffer 3d4 fire damage.


Snap: this spell goes twice as far and deals twice the damage.

Ice Shards

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You conjure 4 Ice Shards and fling them at your targets, dealing 1d6 +2 Cold damage and 1 Slow each.


Backfire: You suffer 2d6 +5 Cold Damage and 2 Slow.


Snap: You conjure 6 Ice Shards Instead.

Nosferatus

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 30 feet (20 feet area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You Summon a Blood orb anywhere in the 30 feet area. every end of your turn this orb deals 2d6 +3 necrotic damage to any target in its range, this spell also heals you 2 HP per target struck.


Backfire: You damage yourself for 2d6 +3 Necrotic damage.


Snap: This spell deals twice the damage and has twice the range.

Simple Curse

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You Cast a simple hex on a target, dealing 1d4 +3 Necrotic damage, and inflicting 2 Vulnerable and 2 Weakness


Backfire: You suffer the damage and debuffs instead.


Snap: You can target up to 3 targets to suffer the debuffs.

Sagitta Sol

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You Summon one sunlight archer next to you, this archer will shoot the nearest hostile target in a 60 feet area on the start of your turn for 4 turns, the arrows the archer shoot deal 2d6 radiant damage, this damage is doubled when hitting an undead or a fiend; you can summon a max of 3 archers.


Backfire: you deal 2d6 radiant damage to yourself.


Snap: you summon a sunlight warrior that hits anything in a 30 feet line in front of you, being hit by this warrior deals 2d6 radiant damage, disarms, and inflicts 5 feet knockback.

Scrupus

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You Create a sword made of the material you are stepping on, this sword deals slashing damage dependant on the material, as shown in the tab below, this sword vanishes after 6 turns or when you dismiss it.


Snap: You magically fling the sword you created towards an enemy.

Sword Damage
Material Damage
Organic 1d6
Stone 1d8
Metal 1d10

Viribus

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You shake the ground around you, giving disadvantage on the next throw and dealing 3d6 bludgeoning damage to whoever is hit by the spell.


Backfire: this spell’s effects are only suffered by you and your allies.


Snap: this spell’s damage, area and debuffs are doubled.

Contrarium

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet area
  • Components: S
  • Duration: Concentration
  • Casting Range: <12

You Concentrate, creating an Anti-Magic Area all around you that lasts as long as you keep concentration. This area doesn’t affect you or your allies.


Backfire: You are unable to cast spells until the end of your next turn.


Snap: The spell becomes instantaneous, and you make everyone in a 15 feet area around you except yourself and your allies unable to cast spells for 3 turns.

Velo

1st Level Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You create a light orb over your shoulder, this orb illuminates an area of 60 feet.


Snap: You Blind anyone 30 feet or closer to your orb, excluded you and your allies.

Telorum

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You conjure a magic bow to hit one specific target in a 60 feet area, if casted correctly the arrow cannot miss and deals 3d4 radiant damage, this spell deals double damage to undead and fiends, this spell’s damage cannot be blocked.


Backfire: You take the damage instead.


Snap: You summon 3 light swords dealing half the damage of normal Telorum each, these swords hit the same target and deal double damage to undead and fiends, this spell’s damage cannot be blocked.

Glacies

1st Level Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 15 feet Cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You create a shockwave of sharp ice shards, impaling everyone in a 15 feet cone, dealing 3d6 Cold damage.


Backfire: You instead damage yourself.


Snap: this spell has double range, deals +8 damage, and inflicts 3 Slow

Eruptio

1st Level Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 10 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You create a pillar of flames around you, knocking 20 feet away and dealing 2d6 +3 Fire damage and 2 Burn.


Backfire: The pillar you summon only damages you and your allies.


Snap: You can summon up to 3 flame pillars and they can be summoned anywhere in a 60 feet area.

Mana Augmentation

1st Level Level Arcanist Spell


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You enhance your physical performance with mana, this allows you to run twice as fast and to deal +4 the damage with any kind of physical attack for 3 turns.


Backfire: you deal -6 damage with physical attacks and have your speed halved for 3 turns.


Snap: This spell’s buffs apply to all your allies in a 30 feet area.

Armis

1st Level Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 35 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

  • You shoot a blue projectile that disarms any being it hits.

  • Backfire: you disarm yourself.

  • Snap: You disarm any hostile target in a 20 feet area.

Snarvindur

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 10 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You clap your hands, generating a blow of wind that knocks 45 feet away every Creature in the area, if the target hits a wall, they suffer 4d6 bludgeoning damage.


Backfire: You knock yourself away and you always suffer 2d6 bludgeoning damage even while not hitting a wall.


Snap: You always deal the damage even if the targets doesn't hit a wall, and the spell range is now a 10 feet area.

Arcane Greatsword

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 10 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

You Create a huge blade of magic and swing it in front of you, dealing 1d8 force + 5 slashing damage.


Backfire: You suffer 1d6 force + 3 slashing damage


Snap: You Swing three times, the first hit is sure to hit, but the next 2 can be dodged with a Dexterity Saving Throw.

Phalanx

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You summon an arch of 4 defensive blades, if an enemy end their turn in a 15 feet area around you the blades will automatically attack them, dealing 1d6 +2 force damage for each blade, the blade needs to succeed an attack roll to hit and disappears after attacking.


Backfire: you suffer 2d6 force damage.


Snap: You Instead summon 8 Blades.

Nocere

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <14

You target an unconscious being in the 60 feet area, each turn of concentration, one of the target’s bones breaks.


Backfire: You break one of your bones.


Snap: the spell becomes instantaneous and has another effect: You magically choke your target, making it unable to do any action and breaking one of his bones for each turn he fails to save itself, to escape this snap, the target has to roll a Constitution Saving Throw. While being chocked the target cannot be attacked.

Arcane Cannon

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 20 feet (10 feet area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You Summon an explosive projectile of mana, shooting it anywhere in a 20 feet area, the projectile deals 2d6 +4 force damage in a 10 feet area.


Backfire: You suffer 2d6 force damage


Snap: Your spells shoots twice, and has double the range.

Arcane Piercer

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 10 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

You Create a blade of magic and impale in front of you, dealing 2d8 force + 5 Piercing damage.


Backfire: You suffer 1d8 force + 4 Piercing damage


Snap: Your Piercer now creates a beam after hitting a target, increasing its range by 30 feet, and increasing its damage by +5.

Unseen Form

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You Conceal your form, making yourself semi-transparent, granting you +6 to all your Stealth Rolls.


Backfire: You Suffer 12 force damage.


Snap: You become totally invisible, increasing your advantage to +12.

Enchant Weapon

2nd Level Arcanist Spell


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You enhance your weapon with either 1d6 force, cold, fire, lightning, necrotic, radiant, poison, or acid damage.


Backfire: You Suffer 6 force damage.


Snap: You enchant up to 3 weapons at a time.

Magmatic Fury

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You Summon an explosion of magma in a 15 feet area, dealing 2d6 +3 fire damage and scorching the area for 2 turns, if anyone ends their turn in the area they have to roll a Constitution save, suffering 8 fire damage on a failure.


Backfire: You Suffer 2d6 fire damage.


Snap: doubles the spell's range and increases the duration of the scorched area to 6 turns.

Arcane Bolt

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You shoot a bolt of mana, dealing 1d8 +2 force damage to your target.


Backfire: You Suffer 1d6 force damage.


Snap: You shoot 3 bolts.

Arcane Bow

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You Summon a bow and shoot an arrow at a target, it always hits and deals 1d6 +2 force damage


Backfire: You Suffer 6 force damage.


Snap: Your bow lasts 3 turns and can shoot twice with one action.

Unseen Blade

2nd Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You Conceal your blade, making it completely invisible. Attack rolls made with an invisible blade have advantage.


Backfire: You Suffer 10 force damage.


Snap: You make up to 3 blades invisible.

Lightning Spear

2rd-level


  • Casting Time: 1 action
  • Range: 30 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You charge a bolt of lightning in your hand, and then throw it, dealing 2d6 +4 lightning damage in a 30 feet line.


Backfire: You suffer 1d8 lightning damage


Snap: Your Spear's range is doubled, and deals +6 radiant damage.

Darkness

2rd-level


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You release a shroud of magical darkness in a 15 feet area, you and your allies can see through the darkness.


Backfire: You suffer 1d8 necrotic damage


Snap: The Spell's range is doubled.

God spells

There you can find all the God spells

Fimbulvetr

7th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Sight
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You summon a storm cloud over a target position you can see. After 1 turn, this cloud shoots an ice chain to the ground. When the chain hits the ground, it creates an ice explosion in a 60 feet area, this explosion deals 4d6 +15 cold damage and 1 Stun to everyone in the area (included yourself).


Backfire: You suffer the spell's effects.


Snap: the storm cloud will instead rain icicles that deal 1d6 +3 cold damage and 2 Slow each time someone ends the turn underneath it. the storm cloud summoned by this snap lasts 6 turns, has a 60 feet area, and it won’t damage or slow you and your allies.

Manus dei

8th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Sight
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You summon a meteor over a target position you can see. After 1 turn, the meteor falls down, dealing 3d6 +35 fire damage, 45 feet knockback, and 5 Burn to everything (included yourself) in a 30 feet area.


Backfire: You suffer 50 fire damage.


Snap: You summon 3 meteors instead, each one dealing half the damage a normal meteor would.

Hoppa

7th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

Using this spell propels you 60 feet in the air and makes you immune to fall damage until you touch the ground again.


Backfire: you fling yourself in the air, you become incapable of doing any other action during the flight and you suffer fall damage.


Snap: You give this spell’s backfire effect to anyone 10 feet or closer to you, except you and your allies.

Terra Mea

8th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 30 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

When casted this spell will set up 12 traps around its user. When someone steps on a trap, A Pillar of earth will rise from the ground and hit them. dealing 2d6 +6 bludgeoning damage and knocking them prone. The traps' position is briefly visible right after casting, then they turn invisible. The caster and its allies won’t trigger the traps.


Backfire: the caster gets flung by an earth pillar, suffering 2d6 +6 bludgeoning damage and getting knocked prone.


Snap: This spell summons Earth Spikes instead, dealing 2d8 +8 piercing for its damage roll, and the number of traps and range is doubled.

Percutiens

8th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You shoot a lightning bolt in front of you, Dealing 2d8 + 20 lightning damage and inflicting 3 Weakness.


Backfire: You suffer the damage and debuffs instead.


Snap: You shoot 3 lightning bolts, each one having half the range and damage one normal bolt would, and each only inflicting 1 Weakness

Gate

8th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: Infinite
  • Components: V, S
  • Duration: Instantaneous
  • Casting Range: Read Description

You can memorize one location you can teleport to anytime using this spell, memorizing a location requires you to meditate on said location for 1 hour, after meditating you have to name the location and then you can teleport to said location by using this spell and saying the location’s name, the gate you summon can teleport you and everything around you and lasts up to 6 seconds; if the gate location you created gets obstructed, it will move itself at the nearest free spot.


Backfire: If you roll less than 5 when using this spell, you and everything that comes into the gate will die; if you roll less than 16 you will be teleported to a random location you memorized instead of the one you actually wanted to teleport to; if you roll more than 16, the spell will work as intended. This spell is NOT affected by rune cast, meaning you need to correctly cast this spell anytime you want to use it


Snap: You only die if you roll 1, you won't teleport randomly when rolling under 16, and you can memorize a location for your gate in half the time it would normally take; using this snap while in combat uses the normal spell's backfires.

Lux

7th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 120 feet (20 feet area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You Summon a giant light sword, shooting it anywhere in a 120 feet area, dealing 3d6 +20 radiant damage to everyone in a 20 feet area. Yhis spell deals 2x damage to undead and fiends.


Backfire: You Suffer the damage instead.


Snap: You instantly teleport in a place you can see within 20 feet.

Umbra

8th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You summon a black pit, this pit will chase down the nearest hostile target in the 30 feet area and will swallow it, dealing 3d6 +20 Necrotic Damage and inflicting 3 Cursed.


Backfire: The pit swallows you.


Snap: you summon a burst of dark energy under your feet, thrusting yourself 30 feet forward and knocking away anyone near you 15 feet away.

Radium

8th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 120 feet line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You shoot a beam of fire right in front of you, hitting something causes it to damage them for 2d6 +12 Fire damage and makes it bounce at the nearest hostile, repeating until its range is over.


Backfire: you take 3d6 fire damage


Snap: Your beam does not bounce, has 45 feet range, and deals 3d6 +25 fire damage.

Arcane Stream

8th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 45 feet long and 15 feet wide line
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You shoot a beam of pure mana right in front of you, dealing 3d6 +20 force damage;


Backfire: You suffer 25 force damage


Snap: your beam is now a 60x25 feet line and deals 4d6 +25 force damage

Breath of Fungyir

8th Level Arcanist Spell


  • Casting Time: 2 Turns
  • Range: Self
  • Components: S
  • Duration: Concentration
  • Casting Range: <15

You Channel within yourself healing energy for 2 turns, after which you release a Burst of Healing, Removing all debuffs, Giving 2 Resist, and 100 HP healing to all your allies.


Backfire: You suffer 2 Stun.


Snap: The Spell does not grant Resist, The healing is reduced to 25, And does not Cleanse Debuffs, but it becomes instantaneous. 3 Turns CD.

Heavenly Prayer

8th Level Arcanist Spell


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You invoke Heavenly Light to envelop yourself and one ally, granting to both 2 turns of Immunity to all damage. 5 Turns CD.


Backfire: You and your target suffer x2 Damage for 1 turn.


Snap: Duration is halved, but you buff your entire team. 8 Turns CD.

Absolute Radiance

7th Level Arcanist Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You Summon a miniature sun behind yourself, this sun grants all your team -3 Damage suffered and +3 Damage dealt for 5 turns. This spell's buffs increases by +1 for each turn it lasted, but prematurely ends if the caster suffers more than 20 damage. When this spell ends, the Sun will explode, dealing 1d12 +10 Fire Damage to the caster. Cannot be recasted until the last Sun explodes.


Backfire: You suffer 1d12 +10 Fire Damage.


Snap: The spell lasts 1 turn, but it won't damage you and starts at maximum buffs. 8 Turn CD.

Metrom's Grasp

8th Level Arcanist Spell


  • Casting Time: 1 Action
  • Range: 45 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <17

You Create a field of malfeasant energy around you for 3 turns, causing enemies to take +6 Damage, suffer +3 Damage from debuffs, and Reducing their AC to 12, while also making them unable to dodge attacks. Cannot be recasted until the last area Expires.


Backfire: The Area debuffs you and your allies.


Snap: You inflict this spell's debuffs to one target. 8 Turns CD.

Permafrost Curse

8th Level Arcanist Spell


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You Create a massive field of ice around the battlefield, inflicting 2d6 + 15 Cold damage, and 1 Stun to everyone in the area.


Backfire: You suffer this spell's effects.


Snap: You instead deal 2d6 + 25 Cold damage and 3 Slow

Ultimate Spells

There you can find all the Ultimate Spells.

Mori

9th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Casting Range: <18

You shoot a purple projectile at your target, when the projectile hits them, that target's soul will implode, causing them to instantly die, and removes any chance of resurrection from the target it kills (unless the target can revive itself instantly with a feat), someone killed by this spell usually stays dead.


Backfire: You instantly die (but you can still be resurrected).


Snap: you cast a horde of Mori projectiles at as many targets as you want in a 120 feet area. this snap can be backfired if you roll less than 19.

Infecta

9th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You spit a green cloud out of your mouth, if the cloud touches any living or undead being, they will become infected. Infected targets have their speed, maxhp and actions halved, an infected target must cough every 3 turn, coughing will infect any other being in a 10 feet area; the infection cannot be cured, but it will automatically vanish after 1 hour. You can cure this plague for free anytime.


Backfire: you infect yourself and everyone in a 30 feet area.


Snap: You instantly infect your target.

Dei Maledicta

9th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You snap your fingers, causing a 2 cursed meteorites to fall down from the sky, each meteorite deals 2d6 +10 fire and 2d6 +10 necrotic damage, and inflicts 2 Cursed and 2 Hexed. You and your allies are immune to this spell's effects.


Backfire: You hit yourself with one of the meteorites.


Snap: You summon 4 meteorites that deal half damage and debuffs instead.

Maledicta Terra

9th Level Arcanist Spell


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You summon 10 enormous pillars of earth anywhere in a 120 feet area, these pillars are indestructible and will last until dismissed. being struck by one of said pillars will cause you to take 4d6 +25 bludgeoning damage and knocks you prone.


Backfire: You summon one of said pillars underneath your feet, this makes you and anyone near you take the damage and knocked prone.


Snap: You instead summon burrows.

Necromancer Spells

Tenebris

3rd Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You punch your target, inflicting 2d4 +6 necrotic damage and 3 Vulnerable.


Backfire: You suffer this spell's effects.


Snap: You summon 4 spheres of dark energy around you, these spheres can be casted to up to 4 targets at a time, each one inflicting 1 Vulnerable and 1d4 +2 Necrotic Damage.

Inferi

Necromancer Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You shoot a green projectile, if the projectile hits an unconscious being, it will turn it into a Shrieker, Shriekers created this way will attack your enemies and ignore your allies.

Redditus

Necromancer Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You turn all your Shriekers into Bound Shriekers. Bound Shriekers are marked pages that can be used to summon a shrieker at your command. Bound Shriekers are loyal to the Necromancer that made them, even if the page was used by someonelse. You cannot create bound Dristinis.

Ligans

4th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You link your hp to one of your allies (included your shriekers), making them to take the damage you would take until the spell is dismissed.


Backfire: the hp link is inverted, you will take the damage instead of your target.

Secare

4th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You summon a dark longsword, this longsword deals 2d4 +5 necrotic damage and 3 Vulnerable on each swing.


Backfire: You suffer 2d4 necrotic damage and and 2 Vulnerable.


Snap: You fling the summoned sword at a target in a 60 feet area.

Furantur

4th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <15

You target someone in the 60 feet area, Leeching 2d6 +3 of their HP to you and your summons as long as you keep Concentration.


Backfire: you suffer 2d6 +3 necrotic damage.


Snap: Instantly leeches 15 HP from a target.

Maledicicte

3rd Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You summon Cursed Flame waves from your free hand, burning everyone in the area, dealing 2d6 +3 fire and 1d8 +3 necrotic damage, 3 Burn, and 2 Cursed.


Backfire: you suffer the spell's effects


Snap: You shoot a Cursed Fireball in a 30 feet area, having the same effects of the normal spell but not inflicting Burn.

Summon Shrieker

4th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You instantly summon 2 Shriekers, these shriekers cannot be bounded using the spell “Redditus”, and won’t attack you and your allies.


Backfire: The Shriekers are hostile towards you and your allies, and friendly towards your enemies.


Snap: You detonate your summoned Shriekers, dealing 2d6 +16 Necrotic damage in a 10 Feet area and inflicting 1 Vulnerable.

Pest Threads

3rd Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You Shoot 6 threads of sticky goo towards your target, each one inflicting 1 Force Damage.


Backfire: You Suffer 10 Force Damage.


Snap: You shoot 12 Threads instead.

Swarm of Flies

3rd Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You release a swarm of flies towards your target, inflicting 1d8 +3 Piercing damage to them. Your target also has to roll a Wisdom Saving Throw, suffering 2 Cursed on a Failure.


Backfire: You Suffer 6 piercing damage and 1 Cursed.


Snap: Your target always fails the saving throw and you can choose up to 3 targets.

Prophet of Death Spells

Worm Bomb

5th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You shoot a thread ball, this ball will chase down your target and will explode on contact, dealing 2d6 +5 necrotic damage and summoning 1 Dristini under your command.


Backfire: You suffer 3d8 necrotic damage.


Snap: You Detonate all your summoned Dristini, Inflicting 3d6 +12 Necrotic damage and disarming all hit creatures in a 10 feet area.

Worm Blast

4th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You mark a target, at the end of your turn that target will suffer 3d4 +5 necrotic damage and you will heal for the same amount. if this spell kills its target, they will become a Dristini under your command.


Backfire: You get the damage, if you die by this spell, you cannot change vessel.


Snap: You deal twice the damage instantly, but won’t turn your target in a Dristini on its death.

Call of the Death

9th Level Necromancer Spell


  • Casting Time: 1 turn
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration
  • Casting Range: <16

You focus for one entire turn, after which you will summon an horde of 20 Dristini under your command. Can only be used once per Long Rest.


Backfire: The Dristinis are hostile to you and allied to your enemies.


Snap: You instantly summon half the amount of Dristini, this snap cannot be used if you already casted the normal version of this spell, and puts both in CD until you do a Long Rest.

Ancient Dead

5th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: 35 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You summon a burst of 6 hunting souls to home in on your targets, each dealing 1d8 +3 necrotic damage and inflicting 1 Vulnerable.


Backfire: You suffer 2d8 +3 necrotic damage and 1 Vulnerable.


Snap: You summon a burst of 9 soul instead.

Explosive Ghostflame

5th Level Necromancer Spell


  • Casting Time: 1 action
  • Range: Self (15 feet Area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You summon a burst of souls beneath you, everyone in the area has to roll a Dexterity saving throw, suffering 4d8 +15 necrotic damage and 3 Vulnerable on a failure, or half as much and no Vulnerable on a success.


Backfire: You suffer 3d8 necrotic damage.


Snap: can summon the explosion anywhere in a 30 feet area.

Illusionist Spells

Hystericus

Illusionist Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <12

You chose a target and then concentrate, as long as you maintain concentration, your target will have 2 disadvantages on each throw it makes and will walk in the opposite direction of where it wants to go.


Backfire: You give this spell’s debuff to your closest ally for 2 turns.


Snap: Apply the spell's effect to everyone in a 5 feet area for 1 turn.

Trickstus

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <12

You chose a target and then focus, until you stay focussed, said target will be both blind and deaf.


Backfire: the spell will hit any of your allies in a 15 feet area around you.


Snap: the spell becomes instantaneous and the debuff applies to any hostile target in a 15 feet area from you for 1 turn.

Deceptive Burst

4th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: Infinite (10 feet area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You detonate your summoned clones, dealing 3d6 psychic damage in a 10 feet area and giving you disadvantage to the next throw of any struck creature.


Backfire: The explosion will damage you and your allies and not your enemies.


Snap: Your explosion deals half the damage but doesn’t destroy the clones.

Blinding Lights

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: Infinite (Sight)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You emit an intense light from all your summoned clones, inflicting 1 Blind to every enemy watching the clones.


Backfire: you instead Blind and to you and your allies.


Snap: You inflict 2d6 +4 Psychic damage instead of Blind.

Card Trick

4th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You throw a card, this card will fly over the ground and will start shooting clones of itself at the nearest enemy for 3 turns, being hit by a clone card will deal 1d6 +3 psychic damage.


Backfire: the cards will instead rain over your nearest ally (or yourself if you are the nearest target).

Transfer

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: infinite
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You instantly switch position with one of your summoned clones.


Backfire: You destroy the clone you wanted to transfer to.


Snap: You can also transfer your allies with your clones, and can transfer up to 3 people.

Custos

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You create an illusory wall in front of you, this wall can be of whatever size you want, this wall can also be totally invisible or can project an illusion; if someone except you and your allies make contact with said wall, they will be knocked 30 feet away and will suffer 2d6+2 force damage. The wall has Your Arcanist Level*2 as HP. You cannot summon a wall before unsummoning your last one.


Backfire: You suffer 2d6 +3 force damage.


Snap: you create a cube instead of a wall.

Observe

4th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: Infinite
  • Components: V, S
  • Duration: Concentration
  • Casting Range: Cannot be Backfired

You sit on the ground and enter a meditating stance, while in this position, saying the name of someone and staying focussed on its image will make you able to see his prospective by a third person view. Observing someone who can spell cast whose level is at least more than half yours will make him know you are observing them.


Snap: you can show what you see to others.

Globus

4th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 30 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You create a shockwave all around you, this shockwave will push 30 feet away anyone except you and your allies. After the shockwave, you can create a 30 feet illusion sphere that will repel any enemy that touches it, the Sphere has 40 HP. 3 Turns CD.


Backfire: You instead get pushed away and you have to waste one action on your next turn to get up.


Snap: You can create the shockwave and the sphere anywhere in a 160 feet area.

Claritum

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You make a target of your choice immune to illusions for 3 turns, this spell can also be used to permanently cure mental illnesses (like insanity).


Backfire: you apply 1 tier of Insanity to the target, if used on yourself, this backfire does nothing.


Snap: this spell can have up to 5 targets.

Intermissum

4th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <14

You focus your spell on a target, for each turn of concentration, they suffer 1 tier of Insanity.


Backfire: The spell instead hits any ally in a 15 feet area around you.


Snap: The spell instantly gives 1 tier of insanity to 1 target

Dominus

4th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <14

You choose a target, until you focus on said target and until it is in the spell area, it will go berserk and attack the nearest Creature.


Backfire: You instead make any ally (or yourself) in a 15 feet area around you go berserk.


Snap: The spell is instantaneous and lasts 1 turn.

Nightmare

4th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: <15

You chose a target, this target will become Frightened until its in the spell's range and you keep Concentration.


Backfire: You instead Frightened an allied target in a 10 feet area.


Snap: You Frighten up to 3 targets instantaneously for 1 turn.

Apparition

Illusionist Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You create a clone of yourself, this clone can only move and cast spells you know, but their spells won’t have any effect.


Backfire: You make one clone you summoned disappear.


Snap: You Summon 2 clones instead, but they cannot cast fake spells.

Subterlabor

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You create a clone of yourself in your exact position and then turn invisible for 1 turn.


Backfire: you waste your action.


Snap: you become invisible for 2 turns and the clone you summoned with this snap will cast a random spell without any effect.

Frenzied Flames

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You Shoot a burst of frenzied flames, dealing 2d8 +4 Fire damage to anyone in the area, and have them roll a Wisdom Saving Throw, inflicting 1 Tier of Insanity on a failure.


Backfire: You suffer a tier of Insanity


Snap: You deal 3d8 +6 fire damage in a 20 feet area instead.

Inescapable Frenzy

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You grab your target, it has to roll a Wisdom saving throw and get a tier of Insanity on a failure.


Backfire: You suffer a tier of Insanity


Snap: You also deal 2d6 force damage.

Frenzied Burst

3rd Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You Shoot a burst of frenzied energy from you eyes, dealing 2d8 +4 radiant damage, and having your target roll a Wisdom saving Throw, suffering a tier of Insanity on a failure.


Backfire: you suffer a tier of Insanity


Snap: You make your target suffer a tier of Insanity instantly.

Gravity Manipulator Spells

God Observe

5th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: infinite
  • Components: V, S
  • Duration: Concentration
  • Casting Range: Cannot be Backfired

You sit on the ground and enter a meditating stance, while in this position, saying the name of someone and staying focussed on its image will make you able to see his prospective by a third person view. God Observe ignores any kind of observe immunity (except Seer Edict).


Snap: you Show anyone near you the same thing you see.

Duobe

5th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You create a mini black hole anywhere in the 60 feet area, said black hole will start sucking anything in a 30 feet area to its centre for 1 turn. This spell doesn’t affect you or your allies.


Backfire: This spell only affect you and your allies.


Snap: You make the black hole you summoned explode, dealing 4d4 +8 force damage to anyone in a 10 feet area.

Collapsing Stars

5th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

You shoot a barrage of 4 Gravitational shots, each dealing 2d6 +3 force damage, and then flinging your target 10 feet in a direction of your choice.


Backfire: You suffer 2d6 +3 force damage


Snap: You instead shoot 6 shots.

Compress

5th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 30 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You magically fling your every creature in the area in the air, and then crush them into the ground, knocking your targets prone and dealing 2d6 +5 bludgeoning damage and 2d6 +3 force damage.


Backfire: You apply this spell’s effects on yourself.


Snap: This spell only hits one target but deals double damage.

Terra Rebus

5th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You rise a boulder from the ground, and then you fling it anywhere you want in the 60 feet area, hitting something with this boulder causes them to take 4d6 +5 bludgeoning damage and 2d6 +3 force damage, this spell cannot be blocked; this spell can also be used to deflect a projectile by using a reaction. (3 Turns CD on Deflection)


Backfire: You suffer the damage instead.


Snap: You make the ground in a 60 feet area around you quake, giving disadvantage on every hostile target’s throws for 1 turn.

Gravitas

5th Level Illusionist Spell


  • Casting Time: 1 action
  • Range: 60 feet Sphere
  • Components: S
  • Duration: Concentration
  • Casting Range: <10

You create an anti-gravity field that will make hostile targets float randomly in its area but will make you and your allies have complete control on where to go exactly, you need to focus to maintain the field active.


Backfire: you cannot move for 1 turn.


Snap: the spell becomes instantaneous and lasts 2 turns.

Monster Hunter Spells

There you can find all the Monster Hunters' Spells.

Coercere

Monster Hunter Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: Cannot be backfired

You focus on any wild, non-humanoid Creature in the area, after X turns you capture it and put it in your domain.


Size increases the number of turns required to capture by 1, starting at 0 with tiny, and 6 with Gargantuan (Dragons require 5 turns); 50 current hp equal to +4 turns required to capture.


Example: You want to capture a dragon that has 200 MaxHP:


Dragons require 5 turns to catch, and at full hp (200) the turns required increase by 16 ((200/50)*4), for a total of 21 turns of concentration; if the dragon had 49 or less Current HP, it would instead require 5 turns (0 from HP and 5 from size).

Mighty Roar

3rd Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 30 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You emit a magically enhanced roar, every enemy that hears it has to roll a wisdom saving throw, suffering 1 Frightened on a failure.


Backfire: You suffer 1 Frightened.


Snap: You inflict 1 Frightened to all your enemies.

Liber

Monster Hunter Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Concentration
  • Casting Range: Cannot be Backfired

You summon one of the creatures in your domain, the summoned creatures instinctively attack your enemies and ignore your allies. If a Summoned Beast dies, you are unable to summon it again until you do a Long Rest.


Snap: You instantly put one of your summoned creatures back into your domain, keeping their Current HP.

Scribo

Monster Hunter Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be backfired

You turn a tiny or small creature in your domain into a bound page. Using a page will summon the bound creature instantly, and it will instintively attack your enemies and ignore your allies. Creatures summoned by Bound Pages can be recaptured and will disappear after 1 day. Creatures Summoned by Bound Pages are loyal to the Monster Hunter that made them, even if the page was used by someonelse.

Elemental Breath

3rd Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You spew a Magical Breath from your mouth, inflicting 2d6 +3 damage and 1 Debuff based on its element (cannot be Slashing/Bludgeoning/Piercing).


Acid inflicts Sundered, Cold inflicts Slow, Fire inflicts Burn, Force inflicts 15 feet knockback, Lightning inflicts Weakness, Necrotic inflicts Cursed, Poison inflicts Poison, psychic inflicts Insanity, and Radiant inflicts Blind.


Backfire: You suffer this spell's effects.


Snap: This spell's area is doubled, it inflicts 2d8 +5 damage, and inflicts twice the debuffs (except Insanity).

Summon Shriekers

3rd Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You summon 2 Shriekers.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Howler

4th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You summon an Howler (this howler is not a pack leader).


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Lava Snake

4th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <17

You summon a Lava Snake.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Evil Eye

4th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You summon an Evil Eye.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Shrieking Scroom

3rd Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You summon a Shrieking Scroom.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Arocknid

3rd Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <11

You summon an Arocknid.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Beast Master spells

Summon Giant Dristini

5th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You summon a Giant Dristini.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Gorpig

5th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You summon a Gorpig.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Griffin

5th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You summon a Griffin.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Rot Wyrm

5th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <18

You summon a Rot Wyrm.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Valkyrie

5th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <16

You summon a Valkyrie.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Summon Golem

5th Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You summon a Golem.


Backfire: The summon turns hostile to you and your allies, and friendly towards your enemies.


Snap: You unsummon the Creature.

Beast Claw

3rd Level Monster Hunter Spell


  • Casting Time: 1 action
  • Range: 15 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You summon a claw that slashes in front of you, dealing 2d6 +5 slashing damage and inflicting 3 Bleed.


Backfire: You suffer 2d6 slashing damage.


Snap: You use d8 +8 for the damage rolls instead and the spell hits in a 20 feet area instead.

Florist Spells

Verdien

Florist Cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You instantly grow a plant of your choice in an habitat suitable for such plant.


Backfire: You suffer 1 Restrained


Snap: You try to entangle every hostile in a 15 feet area around you with roots, they have to roll a Constitution Saving Throw, suffering 1 Restrained on a failure.

Fons Vitae

3rd Level Florist Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <10

You create a cauldron out of the same kind of stones present in your current location, this cauldron is fully functional and can be used to make potions.


Backfire: You suffer 2d6 poison damage.


Snap: You Instantly consume the Poison on your target, dealing True damage equal to the amount of stacks consumed.

Floresco

3rd Level Florist Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You create an invisible trap flower in front of you, if someone steps on it, they will suffer 3 Poison and 1 Restrained


Backfire: You suffer 2 Poison and 1 Restrained


Snap: You Summon Waves of Vines in a 30 feet line in front of you, dealing 3d6 +3 Poison damage, and inflicting 3 Poison

Perflora

4th Level Florist Spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

You create a flower capable of releasing a poisonous cloud, creating a 10 feet poisonous area which will inflict 1 Poison to every creature ending their turn within it. The poison cloud has no effect on you and your allies.


Backfire: the poisonous cloud has no effect on your enemies and poisons you and your allies.


Snap: You summon 5 poisonous flowers and fling them at your targets, each flower inflicting 4 Poison damage and 1 Poison.

Naturae

4th Level Florist Spell


  • Casting Time: 1 action
  • Range: 30 feet (10 feet area)
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <13

You shoot a sphere of concentrated poison, this sphere explodes when it touches anything, causing everyone in a 10 feet area to suffer 2d6 +6 poison damage and 2 Poison


Backfire: you suffer 3d6 poison damage.


Snap: Creates a root to impale one target, being impaled by this root makes you suffer 3d6 piercing damage and poisons you for 3 turns, each turn you suffer 1d6 poison damage until the end of the poison state.

Vites

3rd Level Florist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <12

You surround your armor in poisonous vines, increasing your AC by 1 (max 18) and inflicting 2 Poison when attacked in melee.


Backfire: You suffer 2d6 poison damage


Snap: You enhance every ally in a 15 feet area (and yourself) with this spell’s effect.

Situ Vasta

4th Level Florist Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You create a tree under yourself, attacking this tree causes the damage to be reflected to the attacker in form of poison damage; this spell can also be used as a reaction to an attack, increasing its Casting roll to <16 and giving it a 6 turns CD.


Backfire: you suffer 2d6 poison damage


Snap: You can use this spell on an ally within 30 feet as a reaction to them getting attacked. 6 Turns CD.

Flagellum Spinae

4th Level Florist Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You summon a sentient poisonous vine, this creature will attack any hostile target until it is killed or dismissed, the creature’s stats are: 20 HP, 10 AC, 15 Speed, its damage per hit is 2d6 poison damage + 2 Poison, and it acts after its summoner.


Backfire: the creature is hostile to your allies and friendly to your enemies.


Snap: You summon 3 creatures with half of the normal creature’s stats (10 hp, 5 AC and 1d6 poison damage).

Nebula

3rd Level Florist Spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You create a 60 feet area with a thick fog, only you and your allies can see clearly through this fog.


Backfire: Your enemies can see through the fog, you and your allies can’t.


Snap: The fog’s area increases to 160 feet.

Crystal Sage Spells

Spyndulis

5th Level Florist Spell


  • Casting Time: 1 action
  • Range: Sight
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You create a giant crystal on a spot you can see, dealing 2d6 +6 poison damage and 1 Toxic if the crystal grows beneath or on a creature. if grown on a creature, the crystal disappears right after dealing damage.

Krusa

5th Level Florist Spell


  • Casting Time: 1 action
  • Range: 160 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You invoke a rain of Crystals in a 160 feet area for 3 turns, every creature that ends its turn within the area has to roll a Dexterity Saving Throw, suffering 1d6 + 6 Poison damage and 1 Toxic on a failure. 3 Turns CD.

Mirgeti

5th Level Florist Spell


  • Casting Time: 1 Bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Casting Range: Cannot be Backfired

You instantly teleport anywhere in a 60 feet area. This spell can be used as a reaction to an attack to teleport away from damage, requiring you to roll an Intelligence Saving Throw, its DC being the Attacker's Attack Roll. This spell can teleport you to any crystal you created using your spells, and has no range limitation when teleporting to a Crystal.

Cructus

5th Level Florist Spell


  • Casting Time: 1 action
  • Range: 15 feet area
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <15

You create a shockwave of crystals all around you, inflicting 2d6 +6 Poison Damage, 1 Toxic, and a 15 feet knockback in a 15 feet area.

Crystal Burst

4th Level Florist Spell


  • Casting Time: 1 action
  • Range: 10 feet cone
  • Components: S
  • Duration: Instantaneous
  • Casting Range: <14

You shoot a barrage of 4 Crystal bullets, each dealing 6 poison damage and inflicting 1 Toxic


Backfire: You suffer 2d6 poison damage


Snap: You instead summon 8 bullets.

Potions

This homebrew adds some new potion to the mix.

Health Potion

heals 1d6 +6 HP, with the drawback of dealing 1d6 poison damage if drank more than twice in 1 hour. This potion is Common, and its color is red.

Sooth Sight

Gives a +3 to any Wisdom (Perception) check that uses sight for 1 hour, with the drawback of dealing 1d4 poison damage when drank. This potion is Common, and its color is grayish.

Soothing Frost

This potion restores any burn injury, with the drawback of dealing 1d4 poison damage when drank; this potion is Common, and its color is ice blue.

Slateskin

This potion halves your speed but gives resistance to all damage for 5 turns with the drawback of dealing 1d6 poison damage when drank. This potion is Uncommon, and its color is stone gray.

Silver Sun

Cures any form of vampirism without any drawback, This potion is Uncommon, and its color is white.

Mind Mend

This potion prevents any kind of psychic attack and insanity for 1 hour, with the drawback of dealing 1d4 poison damage when drank. this potion is Rare, and its color is Cactus Green.

Inner Fire

This potion prevents any kind of cold damage for 1 minute, with the drawback of doubling fire damage for the same duration and dealing 1d6 poison damage when drank. This potion is Uncommon, and its color is orange.

Scar Serum

This potion heals any permanent scar without any drawback. This potion is Common, and its color is gray.

Bone Growth

This potion heals any broken bone with the drawback of dealing 1d4 poison damage when drank, this potion is Common, and its color is Lime.

Maidensbane

This potion gives +10 damage to all your attacks and x2 speed for 1 hour, however drinking this potion will cause instant death, that can only be avoided by constructs, but even so, this potion cannot be drank more than once every 8 hours and prevents constructs from drinking Kingsbane or Lordsbane for the same amount of time. This potion is Rare, and its color is purple.

Kingsbane

This potion gives x4 speed for 1 hour, however drinking this potion will cause instant death, that can only be avoided by constructs, but even so, this potion cannot be drank more than once every 8 hours and prevents constructs from drinking Maidensbane or Lordsbane for the same amount of time. This potion is Rare, and its color is purple.

Lordsbane

This potion doubles any damage you deal for 1 hour, however drinking this potion will cause instant death, that can only be avoided by constructs, but even so, this potion cannot be drank more than once every 8 hours and prevents constructs from drinking Kingsbane or Maidenbane for the same amount of time. This potion is Rare, and its color is purple.

Feather Feet

This Potion prevents any kind of fall damage for 1 hour with the drawback of dealing 1d4 poison damage when drank. This potion is Uncommon, and its color is Pink.

Tespian Elixir

This Potion heals 10 HP if who drinks it has a "good" alignment, else it deals 6 poison damage. This potion is Uncommon, and its color is Light Gray.

Switch Witch

This Potion Switches the gender of whoever drinks it (male / female). This potion is Uncommon, and its color is Bright Green.

Fire Protection Potion

This potion prevents any kind of fire damage for 1 minute, with the drawback of doubling cold damage for the same duration and dealing 1d6 poison damage when drank. This potion is Uncommon, and its color is Blue.

Liquid Wisdom

Gives one free cast of a spell you know on its lowest possible level, or gives advantage to the next 2 cast rolls for Arcanists but inflict 1d6 poison damage when drank. This potion is Rare, and its color is Cyan.

New Magic Items


Most of these items come from ancient tales or even myths, but one thing is certain, they exist and are at our reach, will you be able to conquer one of those items for yourself?


You can wield a maximum of 4 Magic Items and 1 Artifact. Unique Magic Items are exempt from this cap.

Index

Uncommon


Arbusta Tear


Lethal Blackjack


Parasitic Leech


Spore Root


Band of Crushing Force


Stone Brand


Blazing Brand


Cursed Brand


Magma Charm


Ramizcan Idol


Molten Carapace


Shard of Blight

Rare


Shattered Clock Hand


Crystal Sphere


Grain of Balance


Imperial Headband


Vulcan Knuckle


Sanguine Fang


Coagulated Finger Nail


Wicked Crown


Dragon Memoir

Very Rare


Phoenix Down


Void Key


Lineage Shard


Skyward Totem


Expedite Anklet


7 Leafed Everthirstle


Yar'thul's Wrath


Aspect of Maladaptation


Vainglorious Locket


Tainted Quiver


Imbuement Reliquary


Gelat Band


Narthana's Leaf

Unique


Celestial Emblem


Sealed Sword

Arbusta Tear

Appearance

Effect

As an Action, You release a foul odor from the tear for 3 turns, every time an enemy wishes to attack one of your allies, it has to roll a Constitution Saving Throw (DC 14), attacking you instead on a failure.

Lethal Blackjack

Appearance

Effect

As an Action, you summon a D20 and roll it, gaining +6 damage to all your attacks and -6 to all damage suffered if you roll over 10, or the opposite if you roll below. Lasts 3 turns and has no cooldown.

Parasitic Leech

Appearance

Effect

On a successful Attack, You Heal 5 HP to all your team.

Spore Root

Appearance

Its a White and Purple Root

Effect

When someone fails an Attack Roll made against you, it suffers 2 Poison and 1 Weakness

Band of Crushing Force

Appearance

Effect

You ignore 5 AC with your attacks.

Stone Brand

Appearance

Effect

Your summons can use an action to halve their speed and gain 5 AC (max 20) for 2 turns. 6 Turns CD.

Blazing Brand

Appearance

Effect

When your summons are melee attacked, inflict the attacker with 6 Fire Damage and 2 Burn

Cursed Brand

Appearance

Effect

Your Summons can use an action and 10 HP to remove 1 Debuff from you, and also increase their next attack's damage by +1 for each stack of that debuff removed (max +10).

Magma Charm

Appearance

Effect

You gain +15 Speed and suffer -5 Fire Damage.

Ramizcan Idol

Appearance

Effect

When an Attacker Fails its Attack Roll against you, you deal +6 damage on your next attack.

Molten Carapace

Appearance

Effect

When under half HP, you suffer -6 Damage.

Shard of Blight

Appearance

Effect

You inflict +5 damage with Necrotic attacks, and suffer -5 Necrotic Damage.

Shattered Clock Hand

Appearance

Effect

On hit, roll a d4. on a 4 all your CDs are reduced by 1.

Crystal Sphere

Appearance

Effect

You also do a Critical Hit on a 19.

Grain of Balance

Its a slightly glowing Prayer Bead.

Effect

You lose -5 points to your highest stat, but gain +3 to all your other stats.

Imperial Headband

Appearance

Effect

When your summons are Below half HP, you can detonate them, inflicting half of their remaining HP as Fire Damage in a 10 feet area.

Vulcan Knuckle

Appearance

Effect

All your Unarmed Attacks deal +6 Fire damage and 2 Burn

Sanguine Fang

Appearance

Effect

You heal by 1/10th of your attacks' Damage.

Coagulated Finger Nail

Appearance

Effect

For every turn passed in combat, you gain +1 to all your scores (max +3).

Wicked Crown

Appearance

Effect

You become immune to Poison, and All your attacks deal Necrotic Damage.

Dragon Memoir

Appearance

Its a Glowing Dragon Bone

Effect

You inflict 2 Bleed on all your attacks. If attacking a Bleeding target, inflict 1 Vulnerable Instead

Phoenix Down

Appearance

Effect

Using this Magic Item will make you able to instantly cast the spell "True Resurrection" once, without any cost. This Item vanishes after resurrecting one target, and won't work if either the target isn't willing to be resurrected, or if the target died more than a week ago.

Void Key

Appearance

Effect

This item can be used to access the Temporal Jailhouse.

Lineage Shard

Appearance

Effect

You gain the Reaper enchant. (instant use item)

Skyward Totem

Appearance

Effect

You cause the Corrupted Skies to happen.

Expedite Anklet

Appearance

Effect

You deal +2 Damage for every 15 feet of Speed you have.

7 Leafed Everthirstle

Appearance

Effect

You have 3 luck points, which you regain when doing a Long Rest. Whenever you make a roll, you can spend one luck point to roll an additional time, and can choose between the rolls you made, you can reroll as long as you have luck points.


You can spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.


If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

Yar'thul's Wrath

Appearance

Effect

Every 5 Turns in combat you inflict +5 damage with all your attacks, this buff is removed if you are healed by someone else.

Aspect of Maladaptation

Appearance

Effect

You become Resistant to the Damage Type you suffered last, but vulnerable to every other Damage Type.

Vainglorious Locket

Appearance

Effect

You Always Act First, and gain a +10 damage buff at the start of the fight, this buff halves each time you take a turn. If 2 or more Creatures are using a Vainglorious Locket, they act before whoever doesn't have it, but make Initiative rolls to decide who acts first between them.

Tainted Quiver

Appearance

Effect

You inflict 2 Sundered with your first attack against an enemy.

Imbuement Reliquary

Appearance

Effect

Your Summons also gain your Enchant's Effects.

Gelat Band

Appearance

Effect

You can Summon a Slime as a bonus action. 2 turns CD. disappears after 1 hour or on its death. Makes all Slimes (except Lentums) Neutral to you.

Narthana Leaf

Appearance

Its a Bright Green Glowing Leaf.

Effect

You have a +6 to all your Heals.

Celestial Emblem

Appearance

Effect

You Suffer x2 Damage.

Sealed Sword

Appearance


This sword is also called Solan's Sword, since it has been blessed by Solan himself.

Attunement

Find the Sealed Church, have max Purity and pull the sword out of its pedestal, if you try to pull the sword without max purity, you will instantly die; The sword remains attuned to whoever pulls it until its owner dies, on its owner's death the sword vanishes and reappears at the Sealed Church.

Effect

Martial Weapon, Special, Versatile (2d10)


1d8 +12 Slashing damage


Can be summoned/Unsummoned with a bonus action, you don't need to hold the sword to unsummon it;


This sword is indestructible;


Pulling this sword changes your alignment to Lawful, instantly makes you proficient with it, and also gives you the following feat:

White Flame Charge

You can Imbue your Sealed Sword with White flames, adding 2d6 radiant damage and 3 White Burn on hit for 3 turns, this feat cannot be used if the Sword's user have tier 4 or higher Purity; this charge is affected by the Sigil Knight Skills and also has a Charged blow and Resolve Charged Blow:

Charged Blow

You create a white portal in front of you, this portal will shoot white flame orbs for 30 feet in the direction it is pointing at, such orbs can be avoided with a Dexterity saving throw, its DC being 12, on a failed save, you suffer 2d10 radiant damage and 3 White Burn, on a successful save, you only suffer half the damage and 1 White Burn.

Resolve Charged Blow

You create a white portal in front of you, this portal will shoot a beam in a 30 feet straight line the direction it is facing, this beam cannot be avoided and will inflict 4d8 radiant damage and 3 White Burn.

Sealed Church

The hall in which the Sealed Sword resides, can only be found in extremely cold enviroments and requires you to beat a series of monsters to open its doors.

Lannis' Amulet

Appearance

Attunement

Lannis' Amulet attunes to the first creature that wears it, and becomes an indestructible of the owner's body until it's death.

Effect

When hit by a spell (Including Mori), you are able to negate all its effects. 3 turns CD.

Ritual Knife

Appearance

This artifact appears as a gray sphere while unattuned


Attunement

Attuning to this artifact requires you to meditate with it in its spheric form for 2 hours.

Effect

Simple Weapon, Special


2d6 slashing damage


Can be summoned/Unsummoned with a bonus action, you don't need to hold the knife to unsummon it;


This Knife will return to its spheric state when its user dies;


Attuning to this dagger instantly makes you proficient with it and also gives you the following feat:

Dagger Cascade

You conjure up to 12 daggers and fling them at your enemies, each dagger deals 3 slashing damage and cannot be avoided. 3 Turns CD.

Howler Friend

Appearance

Looks like a chewed and slightly glowing Bone.

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

All kind of Howlers and Wolf like creatures (except Ponomariovs) are friendly towards you, even if attacked, also makes said creatures able to talk to and understand you. You can summon a Friendly Howler once a day.

Harpy Friend

Appearance

Looks like a slightly glowing Harpy Feather.

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

All kind of Harpy and Harpy like creatures (except Harpyas) are friendly towards you, even if attacked, also makes said creatures able to talk to and understand you. You can summon a Friendly Harpy once a day.

Amulet of the White King

Appearance

Effect

Requires 4 people who trust you to use, this artifact will destroy their souls and turn you into a Cameo.

Philosopher's Stone

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

As an Arcanist, you wont be able to backfire any spell, except Mori, which will have a casting range of 12, and its snap will have a casting range of 14.


As a Wizard, you get a bonus spell slot of every level.


The Philosopher's Stone attaches to its owner's hand and works as a tome, it can assimilate spell tomes and allows you use any spell contained within.

His Fragment

Appearance

Effect

When this gem touches a weapon, it will cover it in a transparent magenta film, this will add to that weapon's damage rolls 1/4th of its wielder's total levels as Psychic damage.

Fairfrozen

Appearance

While unattuned, the Fairfrozen appears as an azure ball

Attunement

Attuning to this artifact requires you to meditate with it in its spheric form for 2 hours.

Effect

Simple Weapon, Reach (5ft.), Finesse, Special, Versatile (1d10 piercing, 2d6 cold)


1d4 +6 piercing + 1d4 +6 cold damage.


Can be summoned/Unsummoned with a bonus action, you don't need to hold the Spear to unsummon it.


This Spear will return to its spheric state when its user dies.


Attuning to this Spear instantly makes you proficient with it and also gives you the following feat:

Subzero Strike

You strike a target in a 10 feet area, said target will instantly freeze for 2 turns, while frozen it wont be able to do anything;


if your target is resistant or immune to cold damage it will instead freeze for only 1 turn.


the freeze's duration is also decreased to 1 for huge+ creatures; and to 0 for cold damage immune huge+ creatures.


As a Church Knight, you instead add +12 cold damage to your spears' damage and get the feat.

Memory Disc

Appearance

I guess you all know how a CD look like.

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

When attuned to, this disc allows you to get one feature of your liking from any source, it can be a racial feat or a class feat, it doesn't matter, as this disc's only limitation is that it cannot clone other artifacts' effects. Once chosen, the feat cannot be changed. you can only attune to 1 Memory Disc.

Phoenix Feather

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

You regen 1/8th of your MaxHP every 3 Turns.

Nightstone

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this artifact will give you a 60 feet area of true night around you, if you enter the area of a Sunstone, both these artifacts' effects will be nullified until the areas aren't conflicting anymore.

Sunstone

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this artifact will give you a 60 feet area of true Day around you, if you enter the area of a Nightstone, both these artifacts' effects will be nullified until the areas aren't conflicting anymore.

Spider Cloak

Appearance

This artifact appears as a Orange sphere while unattuned

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to the Spider Cloak changes your armor's appearance and gives you 30 feet climb and +25 speed. Climb is doubled if you are an Arachnid.

Rift Gem

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this gem gives you the innate ability to cast the spell Gate

Ancient Plating

Appearance

This artifact appears as a Red sphere while unattuned

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this artifact changes your armor's appearance and gives you +12 max hp, -15 speed, and +2 AC.

Holy Aura

Appearance

(its a ring)

Attunement

The Holy Aura attunes to the first being that wears it, and becomes an indestructible part of the owner's body until it's death.

Effect

Attuning to this Artifact makes you suffer -6 from any damage you take.

Azael Soul

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Attuning to this Artifact will turn you into an Azael, but you will still retain your old race's ability scores and feats.


This is only called an "Azael Soul", but is in fact a completely separate object, stealing an Azael's Soul wont have the same effects of this artifact.

Blood Ring

Appearance

Attunement

The Blood Ring attunes to the first being that wears it, and becomes an indestructible part of the owner's body until it's death.

Effect

Increases all your incoming healing by +10, but you suffer 2 Bleed each time you attack. If you are a Bloodfiend, you do not suffer Bleed from this artifact's effects.

Staff of Pain

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

You heal 15 HP each time you cast a Spell.

Dark Blood

Appearance

Its a Really Dark and Tick Substance in a bottle


After Drinking the Dark Blood, you skin gets a tone darker

Attunement

Drink it.

Effect

Drinking this thick black substance will give you +4 AC, but removes 1/4 of your MaxHP.

Pocket Watch

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

You can summon/unsummon a Pocket Watch in your hand;


While you hold your Pocket Watch, you can slow down and accelerate time up to x2 (or x0.5) their normal speed, accelerating time gives you +1 action, slowing down time gives everyone except you -1 action.


As a bonus action while holding your Pocket Watch you can Stop Time for 1 turn, effectively giving you one extra turn. 6 Turns CD.


On your death you will instead turn back in time by 1 hour, however this effect only works once per long rest.

Raphion's Locket

Appearance

Attunement

Raphion's Locket attunes to the first creature that wears it, and becomes an indestructible of the owner's body until it's death.

Effect

You receive the One with the Sun Feat. If you already have the feat you can instead resurrect at full hp on your death for 1 time each long rest.

Ardor's Mask

Appearance

Attunement

Ardor's Mask attunes to the first being that wears it, and becomes an indestructible part of the owner's body until it's death.

Effect

You can summon/unsummon this mask at will.


Wearing this mask gives you the ability of avoiding an attack by rolling a d6 and scoring a natural 6.


If the wearer has Chaos, they instead roll a d4 and avoid the attack on a natural 4.

Unwavering Focus

Appearance

It is tick and gray substance in a bottle

Attunement

Attuning to this artifact requires you Drink it.

Effect

You become immune to spell blocking effects, and you can attack your enemies back as a reaction.

Heirloom

Appearance

It resembles a trinket that has a special significance to the one who wields it

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

On your death, you will reincarnate in a adult being of any race you want (including Cameo), however you will only have: one level 6 class, all the possible equipment from said class (if there is a choice on the class' equipments, take both), 100 gp and can use Snap Gate as a racial ability.

Narthana's Sigil

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Each 100 HP you heal, you release a burst of healing energy, healing all your team by 25 HP, and dealing 25 True Damage to all your enemies.

Shifting Hourglass

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

You suffer 1 Stun, and gain +2 Damage for the rest of the fight. 3 Turns CD.

Darksigil

Appearance

Darksigil looks like a Purple Sphere while unattuned

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Every 6 Debuffs you inflict (multiple stacks of the same count), you summon an orb of Darkness and fling it at your enemies, it then explodes and deals 25 True damage to all your enemies.

Metrom's Amulet

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Each time you kill an enemy, a shadow explosion occurs, inflicting your killing blow's damage as True Damage to all your enemies.

Stellian Core

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

When you are Full HP (or have suffered less than 10 damage), You inflict +10 Damage, suffer -6 damage, and can land Critical Hits on a 19 and a 18.

Chaos Orb

Appearance

Attunement

Attuning to this artifact requires you to meditate with it for 2 hours.

Effect

Whenever you inflict a Debuff, roll a d20, applying another debuff based on the roll.

d20 Debuff
1 Burn
2 Charmed
3 Frightened
4 Sundered
5 Poison
6 Bleed
7 Cursed
8 Hexed
9 Restrained
10 Tethered
11 Toxic
12 Ghostflame
13 White Burn
14 Green Burn
15 Vulnerable
16 Dark Burn
17 Weakness
18 Slow
19 Blind
20 Purifying Burn

New Creatures


Creatures more like "I want to kill my players now",


These are all the creature this homebrew has to offer, have fun sending 3 Gorhogs on your party of level 3 all rogues.

Index

CR 1

Shrieker


Shrieking Scroom


Harpy


Arocknid


Slime

CR 2

Dristini


Grass Spirit


Sand Elemental

CR 3

Giant Dristini


Star Slime


Lava Crab


Fog Spirit


Venom Shroom

Corrupted

Corrupted Creatures are variants of already existing creatures corrupted by Thanasius. They are usually stronger versions of other creatures that inflict Cursed and are resistant to necrotic damage, while vulnerable to radiant damage.

CR 4

Evil Eye


Howler


Griffin


Crystal Lizard


Golem


Stray Sandstorm


Cursed Corpse

CR 5

Lava Snake


Gorpig


Cess Horror

CR 8

Rot Wirm


Gorhog


Valkyrie


Sentient Darkness


Slime King

CR 18


Yar'Thul, The Blazing Dragon

CR 20


Thorian, The Rotten

CR 25


Seraphon


Arkhaia

CR 50


Metrom's Vessel

You do not wanna find 50 of those in snail.

Additional Info

Shriekers are undead humanoid creatures summoned by Necromancers; They have black, empty eye sockets. They have gray skin and have signs of bodily damage like stitches. Shriekers cannot be found naturally, as they are only created through the spell “Inferi” or by summoning them; Shriekers will instinctively try to murder and eat any nearby being.


Shrieker can also naturally come to life from the spoils of someone who died by a spell cast by a Necromancer.


Shrieker

Medium Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 21
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 4 (-3) 8 (-1) 2 (-4)

  • Condition Immunities Cursed, Hexed
  • Immunities Necrotic
  • Vulnerabilities Fire
  • Senses Darkvision (120 ft.), passive Perception 9
  • Languages None
  • Challenge 1

Pyrophobia Shriekers are scared by fire and will never approach it.

Actions

Shriek The Shrieker Shrieks, everyone hearing this Shriek will suffer 1 Vulnerable, this action is always used as first action when a Shrieker spots you, and attracts all other undead in the area.

Rip Melee Attack: +6 to hit, one target Hit: 1d6 + 5 necrotic damage, 1 Vulnerable

Devour Shriekers will devour the bodies of their victims, replenishing their HP pool by 2d12 +6 for each body devoured.

This dude is made of worms, thats gross.

Additional Info

Dristini are undead Monstrosities created by Necromancers; even if they seem to have an humanoid form, they are not human, they are a Colony of sentient string-like worms, inhabiting a body; These kind of Dristini can be found lurking near Abandoned Graveyards or other Grim places where they can feed on corpses unnoticed.


Dristini

Medium Undead Monstrosity, Chaotic Evil


  • Armor Class 14
  • Hit Points 32
  • Speed 45ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 12 (+1) 10 (0) 2 (-4)

  • Condition Immunities Cursed, Hexed
  • Immunities Necrotic
  • Vulnerabilities Fire
  • Senses Blindsight (120 ft.), passive Perception 12
  • Languages None
  • Challenge 2

Pyrophobia Dristini are scared by fire and will never approach it.

Stitching Dristini's Peculiar anatomy allows them to use their Worms to reattach fallen body parts or even replace them entirely.

Actions

Shriek The Dristini Shrieks, everyone hearing this Shriek will suffer 1 Vulnerable, this action is always used as first action when a Dristini spots you, and attracts all other undead in the area.

Tear Melee Attack: +8 to hit, one target Hit: 1d4 + 10 Necrotic damage, 1 Vulnerable

Replica Dristini can clone itself by sharing the Worms that animates them with a dead body.

Consume Much like Shriekers, Dristini will eat the bodies of their victims, replenishing their HP pool by 2d6 +12 for each body consumed. (Dristini don’t eat with their mouth, but instead envelop their prey in worms that steadily consumes it)

Inflated Worm

Additional Info

Giant Dristini are undead Monstrosities summoned by Monster Hunters; even if they seem to have an humanoid form, they are not human, they are a bunch of sentient string-like Worms Infesting a body; These kind of Dristini can be rarely found naturally in places where a big massacre happened.


Giant Dristini

Huge Undead Monstrosity, Chaotic Evil


  • Armor Class 13
  • Hit Points 65
  • Speed 45ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 12 (+1) 10 (0) 2 (-4)

  • Condition Immunities Cursed, Hexed
  • Immunities Necrotic
  • Vulnerabilities Fire
  • Senses Blindsight (160 ft.), passive Perception 12
  • Languages None
  • Challenge 3

Pyrophobia Giant Dristini are scared by fire and will never approach it.

Stitching Giant Dristini's Peculiar anatomy allows them to use their Stitching to reattach fallen body parts or even replace them entirely.

Actions

Shriek The Giant Dristini Shrieks, everyone hearing this Shriek will suffer 1 Vulnerable, this action is always used as first action when a Giant Dristini spots you, and attracts all other undead in the area.

Tenderize Melee Attack: +8 to hit, reach 5 ft., one target Hit: 1d12 + 12 Necrotic damage, 1 Vulnerable

Consume Much like Shriekers, Giant Dristini will eat the bodies of their victims, replenishing their HP pool by 2d6 +12 for each body consumed. (Giant Dristinis don’t eat with their mouth, but instead envelop their prey in worms that steadily consumes it)


Boncy Boy

Additional Info

A common breed of slime, commonly found in moderate areas. They use their acidic bodies to dissolve plants and mammals alike.


Slime

Small Ooze, Chaotic Neutral


  • Armor Class 8
  • Hit Points 15
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+3) 16 (+3) 6 (-2) 8 (-1) 6 (-2)

  • Condition Immunities None
  • Resistances Force, Poison, Acid
  • Vulnerabilities Fire
  • Senses Passive Perception 6
  • Languages None
  • Challenge 1

Corrosive Slime Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 turn.

Actions

Smack Melee Attack, +3 to hit, on target Hit: 1d6 + 6 Acid Damage

Acid Spit The Slime Spits Poison onto one target in a 30 feet area, dealing 1d6 + 8 Poison Damage and 4 Poison


Corrupted Slime

Additional Info

Slimes that take the form of the night sky, inheriting a fragment of celestial power in honor of Thanasius.


Star Slime

Small Corrupted Ooze, Chaotic Evil


  • Armor Class 12
  • Hit Points 20
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+3) 16 (+3) 6 (-2) 8 (-1) 6 (-2)

  • Condition Immunities None
  • Resistances Force, Poison, Acid, Necrotic
  • Vulnerabilities Fire, Radiant
  • Senses Passive Perception 8
  • Languages None
  • Challenge 3

Corrosive Slime Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 turn.

Astral Strength The Star Slime cannot suffer more than 5 damage from one attack.

Actions

Seeing Stars Melee Attack, +3 to hit, on target Hit: 1d6 + 8 Acid Damage and flip a coin, on heads inflict 1 Stun

Acid Star The Slime Spits a Poisonous star onto one target in a 30 feet area, dealing 1d8 + 12 Poison Damage and 2 Poison

Falling Star The Star Slime flies up in the air for 1 turn becoming invulnerable to damage, and then crashes onto a target within 45 feet, dealing 1d6+ 8 Acid and 1d6 +12 Necrotic Damage


The King of all Slimes

Additional Info

A mutated slime born with immense power compared to that of the lowly slimes, it rules over them and appears to punish those who kill it's kin.


Slime King

Large Ooze, Chaotic Neutral


  • Armor Class 13
  • Hit Points 400
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 12 (+1) 10 (0) 10 (0)

  • Condition Immunities None
  • Resistances Force, Poison, Acid
  • Vulnerabilities Fire
  • Senses Passive Perception 15
  • Languages None
  • Challenge 8

Corrosive Slime Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 turn.

Actions

Slime Creation The King Slime summons a Slime. 4 Turns CD

Crush Melee Attack: +5 to hit, reach 15 ft., one target Hit: 1d12 + 12 Poison damage, 2 Poison

Poison Eruption The King Slime jumps high in the air and then slams down anywhere in a 45 feet area, dealing 2d6 +15 Poison damage and inflicting 6 Poison in a 15 feet area. 4 Turns CD

Scalding Spray The King Slime releases a Scalding Spray of Poison, dealing 1d6 +4 Poison and 1d6 +3 Fire damage, 3 Poison and 3 Burn in a 25 feet cone. 3 Turns CD


Don't Smoke Them

Additional Info

The old protectors of the forest, they used to be friendly with the mortal races and coexisted alongside them, providing fertilization of crops and fertile lands. Now they’ve lost their intelligence to the corruption.


Grass Spirit

Small Elemental, Chaotic Evil


  • Armor Class 8
  • Hit Points 20
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+3) 10 (0) 8 (-1) 14 (+2) 8 (-1)

  • Resistances Force, Psychic
  • Vulnerabilities Necrotic, Slashing / Bludgeoning / Piercing
  • Senses Passive Perception 8
  • Languages None
  • Challenge 2

Actions

Grass Bolt The Grass Spirits shoots a grass projectile, dealing 1d6 +4 Piercing damage to 1 target in a 30 feet area.

Nature's Embrace The Grass Spirit heals itself and its allies by 15 HP. 3 turns CD

Vine Trap The Grass Spirit Traps one target in magical vines, inflicting 1 Stun. 5 Turns CD.


Sand Ghost

Additional Info

Spirits formed from generations of wind and death in the dunes, they can control large amounts of sand and are often the cause of ongoing sandstorms in the deserts.


Sand Elemental

Medium Elemental, Chaotic Evil


  • Armor Class 11
  • Hit Points 30
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+3) 10 (0) 8 (-1) 10 (0) 8 (-1)

  • Condition Immunities None
  • Resistances Non Magical Slashing / Bludgeoning / Piercing
  • Senses Passive Perception 10
  • Languages None
  • Challenge 3

Sandy Sand Elementals gain +1 AC while in the desert

Actions

Sand Blast The Sand Spirit shoots a Sand projectile, dealing 1d8 +4 Force damage to 1 target in a 30 feet area.

Sand Screen The Sand Spirit releases huge quantities of sand, inflicting to everyone in a 30 feet area 2d6 +2 Force Damage, and 2 Blind, and if the target already has Blind, inflicts 2 Weakness. 2 Turns CD

Dust Bomb The Sand Spirit shoots a Sand Bomb, exploding on contact and dealing 2d6 +6 Force damage and 2 Vulnerable to 1 target in a 30 feet area. 4 Turns CD


Ghost Ghost

Additional Info

A Spirit made of dense fog and gas, the existance of these seem to create a deep fog in the place they inhabit, altrough they are rarely seen.


Fog Spirit

Medium Elemental, Chaotic Neutral


  • Armor Class 14
  • Hit Points 45
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 10 (0) 8 (-1) 10 (0) 8 (-1)

  • Condition Immunities None
  • Resistances Necrotic, Psychic, Poison, Slashing / Bludgeoning / Piercing
  • Vulnerabilities Force, Fire
  • Senses Passive Perception 12
  • Languages None
  • Challenge 3

Actions

Fog Spread The Fog Spirits Releases a wave of fog, dealing 2d6 +4 Force damage in a 15 feet area.

Airborne Toxins The Fog Spirit Releases higly toxic toxins in the air, inflicting 2d6 +6 Poison Damage to all of its enemies. 3 turns CD

Haze Reflection The Fog Spirit puts an Haze mirror around itself, reflecting all the damage it would suffer back to the attacker for 2 turns. 6 Turns CD. starts in a 2 turns CD


Additional Info

Ever-swirling masses of wind and sand, one of the main causes of the extreme wind and sandstorms in the dunes. Some say getting too close to them could suffocate you from the constant wind.


Stray Sandstorm

Large Elemental, Chaotic Neutral


  • Armor Class 13
  • Hit Points 65
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 12 (+1) 8 (-1) 10 (0) 8 (-1)

  • Condition Immunities None
  • Resistances Necrotic, Psychic, Poison, Slashing / Bludgeoning / Piercing
  • Vulnerabilities Force, Fire
  • Senses Passive Perception 12
  • Languages None
  • Challenge 4

Actions

Dust Pulse The Grass Spirits shoots a grass projectile, dealing 1d6 +4 Piercing damage to 1 target in a 30 feet area.

Sand Reform The Stray Sandstorm suffers 2 Vulnerable and 2 Weakness but heals itself and its allies by 30 HP. 4 turns CD

Swirling Storm The Stray Sandstorm coats itself and its allies in sand, allowing them to inflict 1d6 +4 Piercing Damage whenever melee attacked for 2 turns. 5 Turns CD.

Summon Meteor The Stray Sandstorm channels the sand around itself into a Sand Meteor above itself, after 3 turns the meteor will come down on a random enemy and inflict 2d12 +15 Force Damage in a 10 feet area, The Stray Sandstorm can still act while channeling the meteor, but killing the Stray will dissolve the meteor. 10 Turns CD. Starts in a 2 Turns CD.

Kinda cute ngl

Additional Info

Evil Eyes are twisted creatures made from the corruption of the Alter, these horrendous abominations’ form resembles a dark, twisted worm, with 2 skeletal hands as their only mean of interaction, yet these hands are strong enough to allow them to lift their bodies and walk at a decent speed.


their main feature is their eye, whose ominous gaze can break even the strongest minds into submission, and their mouth, shaped in a never ending malicious laugh, capable of ripping limbs apart with ease.


These creatures are creations of Altrum, made with the intention to aid his Wraith Knights, these creatures can be easily found in the hall of mirrors, almost like they are wraith knights' pets, they also can come out of mirrors along with Wraith Knights to help them in their efforts.


Because of their great intelligence, these creatures are often used as coordinators of the Wraith Knights during their assaults, while in absence of any other general, or even used as negotiators or mounts by the Wraith Knights. Evil eyes could also infest inhabited caves or other dark places if a mirror is placed inside them.


Evil Eye

Medium Abomination, Chaotic Evil


  • Armor Class 13
  • Hit Points 95
  • Speed 60ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws Charisma +6, Wisdom +5
  • Condition Immunities Cursed, Hexed
  • Resistances Necrotic
  • Vulnerabilities Radiant
  • Senses TrueBlindsight 120 ft, Passive Perception (17)
  • Languages Abyssal, Common
  • Challenge 4

Keen Sight Evil Eyes has advantages on Wisdom (perception) checks that rely on sight.

Mirror Walkers Evil Eyes have the ability to walk into mirrors (its considered a valid mirror any kind of reflecting surface made of glass), walking into a mirror leads them to the Hall of Mirrors, but from there they can follow Wraith Knights or just pop up from other mirrors anywhere in the world, they never walk into mirrors placed near sources of light or in houses unless told to.

Intimidating Presence Since their abominable appearance, Evil Eyes have advantage on any charisma (intimidation) check.

Pitch Black skin since their totally black skin, Evil Eyes have advantage on Dexterity (Stealth) checks while trying to hide in a dark spot.

Actions

Bite Melee Attack: +8 to hit, reach 5 ft., one target Hit: 1d12 + 18 Slashing damage

Inflict Insanity Evil Eyes can Bestow a state of mental instability when looked in their eye, this state can be avoided by successfully passing a dexterity saving throw (DC 8) to avoid making eye contact, In case you look into an Evil Eye’s eye you will instantly gain Tier 3 Insanity.

The OP snake

Additional info

The Lava Snake is a giant serpent-like creature with a cracked stone body that reveals lava inside the serpent; they are usually found in the proximity of Volcanoes, mostly sleeping underground or guarding their hoard.


Actions

Fire Breath The Lava Snake exhales fire in a 25 feet cone. Each creature in that area must make a DC 12 dexterity saving throw, taking 1d12 +12 fire damage and 5 Burn on a failed save, or half as much and 2 Burn on a successful one.

Fire Ball The Lava Snake concentrates fire in its mouth and, after 1 turn, the Lava Snake shoots a fireball, anywhere in a 30 feet area, which explodes in a 15 feet area and has everyone in it roll a DC 14 Dexterity saving throw, suffering 2d12 +18 fire damage and 5 Burn on a failure, or half as much and 2 Burn on a success.

Coiled Strike The Lava Snake coils and then spins, every creature in a 10 feet area must make a DC 8 dexterity saving throw, taking 1d6 +8 fire and 2d6 +10 bludgeoning damage on a failed save, or half as such on a successful one.

Headbutt Melee Attack: +8 to hit, reach 5 ft., one target Hit: 1d12 + 8 Bludgeoning and 6 fire damage

Bury While not in combat, the Lava Snake will bury its entire body underground.


Lava Snake

Large Elemental, Chaotic Neutral


  • Armor Class 17 (1 against bludgeoning or cold damage)
  • Hit Points 78
  • Speed 15ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+2) 17 (+4) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Constitution +7, Wisdom +7
  • Condition Immunities Burn (except Dark, Green or White Burn).
  • Immunities Fire
  • Resistances Slashing / Piercing
  • Vulnerabilities Cold, Bludgeoning
  • Senses Darkvision 75 ft., Passive Perception 15
  • Languages Ignan
  • Challenge 5

Magma Body Lava Snakes’ physiology allows them to be resistant to any kind of damage except bludgeoning and cold damage, however this resistance can be tricked by hitting the end of its tail, that is not covered from any kind of armor.

Water Susceptibility For every 5 feet the snake moves in water, or for every gallon of water splashed on it, the Lava Snake suffers 8 cold damage.

Fiery Aura Being 80 feet or closer to the Lava Snake for more than 15 minutes will make you faint.

Adorable

Additional Info

Shrieking Scrooms (also referred as “Zombie Scrooms” even if they are not undead) are cursed plants created by the Duke of Worms; Their appearance is exactly like a giant grey fungus, with the exception of them having a cursed tag on their cap, this cursed tag is a rectangular yellow parchment with the Duke’s Stitching forming an incomprehensible series of symbols that magically animate the fungus it is attached to, automatically turning its color scheme to greyish colors and growing it a mouth. These fungy cannot be found naturally, yet sometimes they pop out of the ground in grim forests or any other places that has both nature and death involved in it. These creatures won’t attack on sight, they will first try to intimidate their target, and afterwards they will charge at it, biting it with their full strength. these creatures are also capable of eating corpses and digesting it, leaving no trace of their bodies. these creatures seems able to understand Scroom language and they don’t seem aggressive to Scrooms in general.


Shrieking Scroom

Medium Plant, Neutral Evil


  • Armor Class 8
  • Hit Points 45
  • Speed 25ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 8 (-1) 6 (-2) 7 (-2)

  • Saving Throws Strength +8, Constitution +7
  • Condition Immunities None
  • Vulnerabilities Fire
  • Resistances Force, Necrotic
  • Senses Blindsight (60 ft.), Passive Perception (10)
  • Languages Scroom
  • Challenge 2

Pyrophobia Shrieking Scrooms are scared by fire and will never approach it.

Actions

Bite Melee Attack: +12 to hit, one target Hit: 1d12 + 16 Slashing damage

Adorable

Additional Info

Shrieking Scrooms (also referred as “Zombie Scrooms” even if they are not undead) are cursed plants created by the Duke of Worms; Their appearance is exactly like a giant grey fungus, with the exception of them having a cursed tag on their cap, this cursed tag is a rectangular yellow parchment with the Duke’s Stitching forming an incomprehensible series of symbols that magically animate the fungus it is attached to, automatically turning its color scheme to greyish colors and growing it a mouth. These fungy cannot be found naturally, yet sometimes they pop out of the ground in grim forests or any other places that has both nature and death involved in it. These creatures won’t attack on sight, they will first try to intimidate their target, and afterwards they will charge at it, biting it with their full strength. these creatures are also capable of eating corpses and digesting it, leaving no trace of their bodies. these creatures seems able to understand Scroom language and they don’t seem aggressive to Scrooms in general.


Venom Scroom

Small Plant, Neutral Evil


  • Armor Class 12
  • Hit Points 50
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (+1) 18 (+4) 10 (0) 8 (-1) 6 (-2) 7 (-2)

  • Condition Immunities Poison, Toxic
  • Vulnerabilities Fire, Force
  • Resistances Psychic, Necrotic, Slashing / Bludgeoning / Piercing
  • Senses Passive Perception (10)
  • Languages Scroom
  • Challenge 3

Venomous Body Poison Damage will Heal Venom Scrooms instead of damaging them.

Actions

Poison Breath The Venom Scroom spits a cone of Poison, dealing 2d6 +3 Poison Damage and 1 Poison in a 15 feet cone.

Poison Spikes The Venom Scroom covers itself in Spikes, inflicting 1d6 +3 Poison Damage and 2 Poison each time its melee attacked.

Toxic Burst The Venom Scroom charges up poison within itself for 1 turn, and then erupts at the start of its next turn, dealing 3d6 +6 Poison Damage, 4 Poison, and 2 Toxic against Poisoned Targets

Howler? Oh man.

Additional Info

A grayish wolf found in cold climates, their fangs are incredibly sharp and its bite can break bones, this wolf also has the peculiarity of having 6 eyes. It’s said that Lannis managed to create its legendary amulet capable of negating any kind of magic attack from an howler’s soul.


Howlers also have the ability of choosing a pack leader, who can summon the rest of the pack with just an howl.


Howler

Medium Beast, Chaotic Neutral


  • Armor Class 13
  • Hit Points 27
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (0) 15 (+2) 7 (-2)

  • Saving Throws Strength +7, Wisdom +5
  • Condition Immunities Any spell inducted condition.
  • Senses Passive Perception 14
  • Languages None
  • Challenge 4

Teleportation Howlers can teleport in front of their prey if it is 15 feet or closer to them.

Magic Proof Howlers are immune to any kind of magic attack and any kind of magical effect, but not immune to magically enhanced physical attacks.

Keen Senses Howlers have advantage on Wisdom (Perception) checks that rely on hearing, smelling and seeing.

Pack Tactics Howlers have advantage on an attack roll against a creature if at least one of the Howler’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Snow Camouflage Howlers have Advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Howl The Howler Howls, summoning 5 more Howlers, this action can only be done once by a pack leader and is always done first.

Bite Melee Attack: +8 to hit, one target Hit: 2d12 + 12 Slashing damage

Bone Breaker Melee Attack: +8 to hit, one target Hit: 1d12 +8 Bludgeoning damage, this attack cripples its target, halving its speed until the condition its healed.

There is Always a Bigger Monkey

Additional Info

Gorpigs are a mix between a pig, a giant ape and an eagle, they are beings both strong and mobile but lacking in intellect, which results in them having messy tactics and doing many errors that could lead them to death. these creatures are able to speak their own language, which is a primitive version of common. these creatures can easily be found in jungles and other wild places in the world, they live in tribes leaded by a Gorhog; these creatures usually hunt for food and pick a fight with whoever they consider "strong".


Gorpig

Large Beast, Chaotic Neutral


  • Armor Class 15
  • Hit Points 56
  • Speed 30 ft., Flight 15 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Strength +9, Constitution +8
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Gorpig
  • Challenge 5

Actions

Slash Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 2d6 + 12 Slashing damage

Slam The Gorpig jumps incredibly high into the air and slams into the ground in a 30 feet area around it, dealing 1d12 + 16 bludgeoning damage to everyone in a 15 feet area. (4 Turns CD)

Unga Bunga

Additional Info

Leaders of the Gorpig Tribes, Gorhogs are a wilder and deadlier version of the Gorpig that wields two axes and uses them to unleash flurries of attacks with their unending might.


Gorhog

Huge Beast, Chaotic Neutral


  • Armor Class 15
  • Hit Points 126
  • Speed 45 ft., Flight 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 22 (+6) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Strength +11, Constitution +9
  • Condition Immunities None
  • Senses Passive Perception 11
  • Languages Gorpig
  • Challenge 8

Actions

Multiattack: The Gorhog uses Slash 5 times (5 turns CD)

Slash: Melee Weapon Attack: +2 to hit, reach 5 ft., one target Hit: 1d6 + 4 Slashing damage

Upward Slash: The Gorhog does an upward slash with its axes, if it hits a target it suffers 1d12 + 6 Slashing Damage and has to roll a Dexterity Saving Throw (DC 12), getting knocked prone on a failure. (2 Turns CD)

Powerful Slash: Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 3d12 + 12 Slashing damage (3 turns CD)

Slam: The Gorhog jumps incredibly high into the air and slams into the ground anywhere in a 45 feet area, dealing 1d12 + 20 bludgeoning damage to everyone in a 10 feet area. (4 Turns CD)

The first Griffin was called "Peter"

General Info

A particular breed of Griffon which originates from Gaia, they have the ability of spitting ice from their beaks.


Griffin

Huge Beast, Chaotic Neutral


  • Armor Class 12
  • Hit Points 60
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+4) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Strength +7, Constitution +7
  • Condition Immunities None
  • Senses Darkvision 60ft., Passive Perception (15)
  • Languages None
  • Challenge 4

Keen Sight Griffins has advantage on Wisdom (Perception) Checks that rely on sight.

Actions

Beak Melee Attack: +6 to hit, reach 5 ft., one target Hit: 1d6 + 12 Piercing damage

Claws Melee Attack: +3 to hit, one target Hit: 2d4 + 12 Slashing damage

Ice Spit The Griffin spits a large ball of ice out of its mouth towards a target in a 45 feet area, this ball explodes when it first touches anything and deals 2d6 +10 cold damage and 2 Slow to everyone in a 10 feet area. (3 turns CD)


Scrooms don't like them

Additional Info

A Monstrosity of Flesh, Plant, and Hex, no doubt they used to be mortals like the rest of us, but Thanasius's Curse eventually consumed them. Eventually they will turn into pure Corrupted Energy and become Sentient Darknesses


Cursed Corpse

Medium Corrupted Humanoid, Chaotic Evil


  • Armor Class 12
  • Hit Points 95
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 8 (-1) 10 (0) 2 (-4)

  • Condition Immunities Cursed, Hexed
  • Vulnerabilities Fire, Radiant
  • Immunities Psychic
  • Resistances Necrotic, Poison, Slashing / Bludgeoning / Piercing
  • Senses Passive Perception 12
  • Languages None
  • Challenge 4

Actions

Toxic Claw Melee Attack: +3 to hit, one target Hit: 1d12 + 8 Poison damage, 2 Poison

Cursed Blow Melee Attack: +8 to hit, one target Hit: 1d12 + 15 Necrotic damage, 2 Hexed. 3 Turns CD

Blooming Hex The Cursed Corpse Unleashes an Hexed Field around itself, inflicting 2 Weakness and 2 Restrained to everyone in a 60 feet area, and for 3 turns anyone that tries to heal in that area suffers 1 Stun. 5 Turns CD. Starts in CD

Soul Curse The Cursed Corpse shrieks, Healing 5 HP and becoming immune to the Damage Type that hit them last. 4 Turns CD.

Inflated Worm

Additional Info

Carriers of the curse, they spread it whenever they go. Cess Horrors are Skilled hunters with their long tentacles and hex magic, and they hunt all life around them.


Cess Horror

Large Corrupted Monstrosity, Chaotic Evil


  • Armor Class 12
  • Hit Points 110
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+3) 18 (+4) 8 (-1) 10 (0) 2 (-4)

  • Condition Immunities Cursed, Hexed
  • Vulnerabilities Fire, Radiant
  • Resistances Psychic, Necrotic, Poison, Slashing / Bludgeoning / Piercing
  • Senses Passive Perception 15
  • Languages None
  • Challenge 5

Consuming Curse When a Cess Horror Kills a Creature, it deals +5 damage with all of its attacks for the rest of the fight.

Actions

Imbued Strike Melee Attack: +5 to hit, one target Hit: 1d8 + 15 Necrotic damage, 1 Weakness

Darkness Infliction The Cess Horror Screams, inflicting 2 Vulnerable to anyone that can hear it and cleansing themselves of all debuffs. 3 Turns CD

Cursed Skewer The Cess Horror summons cursed spikes beneath a target within 30 feet and skewers them, inflicting 1d8 +20 Necrotic Damage and 2 Sundered. Always Hits, 3 Turns CD

Hex Corridor The Cess Horror unleashes its curse in a 60 feet area, for 3 turns all heals dealt in that area are redirected to the Cess Horror. 5 Turns CD. Starts in CD

The OP op snake

Additional Info

Rot Wyrms are Lava Snakes corrupted by Thanasius's Curse, making them even more lethal.


Actions

Cursed Breath The Rot Wyrm exhales Cursed fire in a 25 feet cone. Each creature in that area must make a DC 12 dexterity saving throw, taking 1d12 +8 fire, 1d6 +6 Necrotic damage, 4 Burn and 2 Cursed on a failed save, or half as much and 2 Burn on a successful one.

Fire Ball The Rot Wyrm concentrates fire in its mouth and, after 1 turn, the Lava Snake shoots a fireball, anywhere in a 30 feet area, which explodes in a 15 feet area and has everyone in it roll a DC 14 Dexterity saving throw, suffering 2d12 +10 fire, 1d8 +6 Necrotic Damage, 5 Burn, and 2 Cursed on a failure, or half as much and 2 Burn on a success.

Coiled Strike The Rot Wyrm coils and then spins, every creature in a 10 feet area must make a DC 8 dexterity saving throw, taking 1d6 +8 fire, 2d6 +10 bludgeoning, and 6 Necrotic damage on a failed save, or half as such on a successful one.

Headbutt Melee Attack: +8 to hit, reach 5 ft., one target Hit: 1d12 + 8 Bludgeoning, 6 fire, and 10 Necrotic damage

Bury While not in combat, the Lava Snake will bury its entire body underground.


Rot Wyrm

Large Corrupted Monstrosity, Chaotic Evil


  • Armor Class 18 (halved against bludgeoning or cold damage)
  • Hit Points 180
  • Speed 15ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+2) 17 (+4) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Constitution +7
  • Condition Immunities Cursed, Hexed, Burn (except Dark, Green or White Burn).
  • Immunities Fire
  • Resistances Slashing / Piercing, Necrotic
  • Vulnerabilities Cold, Bludgeoning, Radiant
  • Senses Darkvision 75 ft., Passive Perception 15
  • Languages None
  • Challenge 8

Magma Body Rot Wyrms’ physiology allows them to be resistant to any kind of damage except bludgeoning and cold damage, however this resistance can be tricked by hitting the end of its tail, that is not covered from any kind of armor.

Water Susceptibility For every 5 feet the wyrm moves in water, or for every gallon of water splashed on it, the Rot Wyrm suffers 8 cold damage.

Fiery Aura Being 80 feet or closer to the Rot Wyrm for more than 15 minutes will make you faint.


King Von

Additional Info

An unstable elemental born from Thanasius’s curse, unable to contain it’s true power.


Sentient Darkness

Large Corrupted Elemental, Chaotic Evil


  • Armor Class 8
  • Hit Points 600
  • Speed 15ft.

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Condition Immunities Cursed, Hexed
  • Immunities Necrotic
  • Resistances Psychic, Poison, Slashing / Bludgeoning / Piercing
  • Vulnerabilities Radiant, Fire
  • Senses Blindsight (160 ft.), passive Perception 12
  • Languages None
  • Challenge 8

Actions

The End is Nigh The Sentient Darkness announces its presence, always used first, but used only once per fight.

Doom The Sentient Darkness Channels its Curse and unleashes Doom upon its enemies, dealing 1d12 + 15 Necrotic Damage to every one of its enemies. Cannot Be Dodged.

Thread Fate The Sentient Darkness Channels its Curse and disrupts the Fate of its enemies, dealing 1d12 + 25 Necrotic Damage to every one of its enemies and 3 Vulnerable. Can Be Avoided by Succeeding a Dexterity Saving Throw (DC 12). 3 Turns CD.

Keep Them Away from Bards.

Additional Info

Harpies are dangerous creatures of the sky originating from Gaia, they possess a humanoid head and torso with birdlike wings and legs with extremely sharp talons. With their deceiving dance they lure in inexperienced adventurers only for them to tear them apart and feast on their flesh. They are often called Sirens of the Sky for this reason. Sometimes Harpies also like to stop what they are doing and dance for apparently no reason.


Harpy

Medium Humanoid, Chaotic Neutral


  • Armor Class 11
  • Hit Points 40
  • Speed 30 ft., flight 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 12 (+1)

  • Condition Immunities None
  • Senses Passive Perception (10)
  • Languages Common
  • Challenge 1

Actions

Talons Melee Weapon Attack: +3 to hit, reach 5 ft., one target Hit: 1d6 + 8 Slashing damage.

Harpy's Ascent After Successfully Grappling a target, The Harpy flies up in the sky and lets it go, leaving the victim on a free fall.

Keep Them KILOMETERS Away from Bards.

Additional Info

An Elite version of the Harpy who wields superior agility and a set of armor that distinguishes them from normal Harpies, the Valkyries are Fierce Fighters of The Sky which usually stand guard to their nests and can be rarely be found hunting.


Valkyrie

Large Humanoid, Chaotic Neutral


  • Armor Class 15
  • Hit Points 120
  • Speed 45 ft., Flight 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 16 (+3) 14 (+2) 10 (0) 14 (+2)

  • Condition Immunities None
  • Senses Passive Perception (16)
  • Languages None
  • Challenge 8

Actions

Talons Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d6 + 12 Slashing damage.

Claws Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 1d12 + 16 Slashing damage.

Valkyrie's Descent Valkyries will strike from above by rapidly spinning their entire body and descending on to their targets, leaving them into an hurl of sharp claws, dealing 8d4 + 25 Slashing Damage, which can be halved by succeeding a Dexterity Saving Throw (DC 15). 3 Turns CD

It's so sad that Steve Jobs died of Ligma.

Additional Info

Golems originated from the Earth Leviathan Dirvas, usually found in deserted biomes; they are not a threat until you step close enough to them.


According to the book “The Golem Prince”:


Dirvas used to be the only beast of the earth. He would search far and wide for other beings like him, but never found any. As a result, he was terribly lonely and suffered. In order to end his suffering, he started creating Golems out of the same earth and stone as him.


However, they possessed no life, humanity or free will. They were simply his puppets. He would reflect on these creations in anguish because he was still alone—they were only extensions of himself.


Golem

Large Constructs, Chaotic Evil


  • Armor Class 16
  • Hit Points 124
  • Speed 15ft.

STR DEX CON INT WIS CHA
17 (+4) 8 (-1) 22 (+6) 8 (-1) 18 (+4) 2 (-4)

  • Saving Throws Strength +7, Constitution +9
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poison.
  • Immunities Psychic, Non Magical Slashing / Bludgeoning / Piercing
  • Senses Blindsight (120 ft.), Passive Perception (10)
  • Languages None
  • Challenge 4

Stone Body Golems’ form cannot be shifted, golems also have advantages on saving throw against spells and other magical effects. Golems’ attacks are considered magical to bypass resistances and immunities.

Actions

Slam Melee Weapon Attack: +10 to hit, reach 5 ft., one target Hit: 2d6 + 15 Bludgeoning damage.


That was until the creation of Seimaitis. This golem was originally no different than the others and it is unknown how he gained the ability to speak, think, and feel freely.


One day, Dirvas learned about his son meeting with a Human friend of his. In his rage, he created tremors and earthquakes to rile the ocean, sending a massive wave towards the Valley. As a result, the village of Seimaitis' friend ended in peril.


Seimaitis sacrificed himself to fix the damage his father had created, and as such, perished. Dirvas, only after his rage absided, realised what he had done—he destroyed the very son he held so dear.


With his sadness and sorrow, Dirvas burrowed deep into the core of Gaia, never to be seen again.”

Confused Rock Spider

General Info

Arocknids are unusual monsters, most of their time they pass their time hidden as rocks, waiting for a prey to step upon them just to easily execute them with its poisonous fangs and eat; they pass all their lives doing this routine so they impose no threat, unless you step on one of course; there are many type of Arocknids, each one evolved to adapt its surroundings, but they are almost all the same; these creatures can be found anywhere, even so they are still a rare creature to encounter.


Arocknid

Small Beast, Chaotic Neutral


  • Armor Class 16
  • Hit Points 27
  • Speed 60ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 12 (+1) 10 (0) 7 (-2)

  • Saving Throws Constitution +7
  • Condition Immunities Poison
  • Senses passive Perception 15
  • Languages None
  • Challenge 1

Stone Camouflage Arocknids can hide in their shells and look exactly like a stone, this allows them to pass any stealth check unless investigated.

Actions

Multiattack: The Arocknid makes two attacks: one with its Fangs and one with its claws.

Fangs Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 1d8 + 4 Piercing + 1d6 poison damage

Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 2d6 Slashing damage


Confused Lava Crab

General Info

A species of Crab typically found in Volcanoes. they nourish off the Magma and manipulate it to suit them. The Sturdy Shell on their Back is commonly used for insulation in cold places.


Lava Crab

Medium Beast, Chaotic Neutral


  • Armor Class 16
  • Hit Points 80
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 8 (-1) 10 (0) 7 (-2)

  • Saving Throws Constitution +7
  • Condition Immunities Burn
  • Immunities Fire
  • Resistances Non Magical Slashing / Bludgeoning / Piercing
  • Vulnerabilities Necrotic
  • Senses passive Perception 8
  • Languages None
  • Challenge 3

Lavic Camouflage While idle, The Lava Crab will retract in its shell, becoming undistinguishable from other lavic stones.

Actions

Lava Spit The Lava Crab Spits a Lava projectile, dealing 1d8 +4 Fire damage and 2 Burn to 1 target in a 30 feet area.

Lava Bomb The Lava Crab creates a lava bomb and rains it upon its enemies, creating a 15 feet lava explosion that deals 2d6 +6 Fire Damage somwhere in a 30 feet area. 3 turns CD

Lava Pool The Lava Crab Creates a Lava Pool Beneath itself that last 3 turns, dealing 1d6 +4 Fire Damage every time the lava crab is melee attacked. 4 Turns CD.


Blazing Bull

Additional Info

A Gigantic Dragon with an Extreme Control over Heat, Yar'Thul The Blazing Dragon is renowed for his slaughter of its own kin, leading to its ascent into a greater form of Dragon, capable of resurrecting himself from the dead.


Yar'Thul, The Blazing Dragon

Gargantuan Dragon, Neutral Evil


  • Armor Class 15
  • Hit Points 1200
  • Speed 45ft., 45 feet flying

STR DEX CON INT WIS CHA
22 (+6) 15 (+3) 20 (+5) 12 (+1) 15 (+3) 12 (+1)

  • Condition Immunities None
  • Resistances Fire, Non Magical Slashing / Bludgeoning / Piercing
  • Vulnerabilities Psychic
  • Senses Passive Perception 17
  • Languages Common, Draconic
  • Challenge 18

Wrath of the Blazing Dragon Yar'Thul inflicts 1 Inferno to all of its enemies at the start of its turn.

Immortal Blaze When Killed, Yar'Thul's form will revert to that of an egg, and he will be born anew as a baby dragon after a while, however Yar'Thul will grow at an exponential rate. Yar'Thul's Egg is Indestructible.

Blazing Core Yar'Thul Grants the Inferno Enchant to whoever is willing after its defeat.


Actions

Fire Claw Melee Attack: +12 to hit, reach 15 ft., one target Hit: 1d8 + 10 Fire damage, 2 Burn

Hellfire Yar'Thul Breathes fire from its mouth, dealing 2d8 +12 Fire Damage and 8 Burn in a 120 feet cone. 3 Turns CD.

Blaze Eruption Yar'Thul slams its arm in the ground, summoning magma pillars beneath all of its enemies, dealing 2d8 +18 Fire Damage and 6 Burn, which can be avoided with a Dexterity Saving throw (DC 14). 4 Turns CD.

Magma Pillar Yar'Thul slams both its arms in the ground, surrounding himself in Magma Pillars, which will deal 2d6 +6 Fire Damage and 2 Burn to any melee attacker for 3 turns. 6 Turns CD

Blaze Core Yar'Thul Absorbs half of the Burn and Inferno stack from all of its enemies and heals its HP by how much the total of both was. 10 Turns CD

Magma Beam Yar'Thul Charges up a Magma Beam for 1 turn, and releases it at the start of his next turn, dealing 2d12 +25 Fire Damage to 1 target and anyone in a 5 feet area around them. 10 Turns CD.

Armageddon Can only be used when Yar'Thul is Below half HP. Yar'Thul condenses its Blaze in a gigantic meteor and slams it towards its enemies, dealing 2d12 + 20 Fire and 1d12 + 20 Bludgeoning Damage, 6 Burn and 1 Stun to all its enemies. Can only be used once per fight.

Inferno

For Each 5 Inferno stacks on self increase Burn's Damage by 1.


Doesn't Decay till the end of the fight, cleanses only halve the stack.


Corrupted Dog thing

Additional Info

One of Thanasius's Most Absurd Monstrosities, it used to be an animal long ago but with the curse it gained from the corruption nobody knows what it truly used to be. Thanasius's Curse is one that eats away all life, consuming the souls and bodies of anyone afflicted by it, turning them into Thanasius's Servants.

Plague

Increases Damage suffered by +4 per stack Doesn't Decay till the end of the fight, cleanses only remove one stack.


Thorian, The Rotten

Huge Corrupted Monstrosity, Chaotic Evil


  • Armor Class 12
  • Hit Points 2900
  • Speed 15ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 12 (+1) 6 (-2) 10 (0) 2 (-4)

  • Condition Immunities Cursed, Hexed, Plague
  • Resistances Necrotic, Psychic, Poison, Non Magical Slashing / Bludgeoning / Piercing
  • Vulnerabilities Fire, Radiant
  • Senses Passive Perception 13
  • Languages None
  • Challenge 20

Maladaptation Thorian absorbs the last type of damage it suffered, changing the color of its horns and healing instead of taking damage if attacked with that same damage type.

Cursed Bounty Thorian Grants the Cursed Enchant to whoever is willing after its defeat.

Actions

Overflowing Curse Priority Move. Thorian unleashes its curse on all of its enemies, they have to roll a Wisdom Saving Throw, DC 12, suffering 1 Plague on a failure. 4 Turns CD

Warped Crush Melee Attack: +8 to hit, reach 5 ft., one target Hit: 1d8 + 10 Necrotic damage

Cursed Wave Thorian emits a wave of Corrupted Energy, dealing 1d8 +12 Necrotic Damage in a 20 feet cone. 3 Turns CD.

Cess Breath Thorians brethes out his cursed breath onto its enemies, dealing 1d8 +8 damage and 2 Cursed to all of its enemies. 3 Turns CD.

Hexing Burst Thorian absorbs the Curse out of its enemies, removing all their Cursed and healing by 50 HP for every stack absorbed, if a creature had 3+ Cursed when this move was used it also suffers 1 Hexed

Plague Rupture Thorian ruptures the Plague within its enemies, inflicting 1d6 +8 Necrotic damage for each stack of Plague on them, and inflicting 2 Cursed.

Blasphemous Obliteration Can only be used when Thorian is Below half HP. Thorian condenses an enormous ball of Corrupted Energy and flings it at its enemies, dealing 2d12 + 35 Necrotic Damage, 3 Cursed and 2 Hexed to all its enemies. 10 Turns CD.


Waifu

Additional Info

Born as one of the few Pure-Blood Sheeas remaining after the Flashpoint War, following the defection of a certain envoy of Raphion, she was chosen to ascend into a True Seraph, and bore the responsability of guiding the new generations of Lightmarkeds in their inevitable fight against Thanasius.


Seraphon

Medium Celestial, Lawful Good


  • Armor Class 12
  • Hit Points 4500
  • Speed 45ft.

STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 18 (+4) 14 (+2) 16 (+3) 12 (+1)

  • Condition Immunities Purifying Burn
  • Resistances Radiant, Slashing / Bludgeoning / Piercing
  • Vulnerabilities Necrotic
  • Senses Passive Perception 14
  • Languages All
  • Challenge 25

True Seraph Seraphon is immortal, every time she's killed she can revive herself and continue fighting, and she's immune to any resurrection preventing abilities.

Seraphon's Blessing Seraphon Grants the Blessed Enchant to whoever is willing after her defeat.

Actions

Holy Javelin Seraphon charges a Javelin of Light and hurls it at her target, dealing 1d6 +10 Radiant damage and inflicting 2 Purifying Burn

Justice Seraphon summons a barrage of Light Javelins and shoots them at their enemies repeatedly, dealing 4d4 +32 Radiant damage, and inflicting 2 Purifying Burn and 2 Blind, which can be avoided by succeeding a Dexterity Saving Throw, DC 14. 3 Turns CD.

High Retribution Seraphon fully cleanses herself from all of her debuffes, and heals by 100 HP for each unique debuff she cleanses (min 100 HP healing). 3 Turns CD.

Calling Light Seraphon calls forth an 8th level Sheea that is either a Sunlight Crusader, or a Light Domain Cleric. 10 Turns CD.

Searing Light Seraphon calls down a beam of Light to strike her target, dealing 2d6 +15 Radiant Damage, 2 Purifying Burn, 2 Blind, and 2 Sundered. 3 Turns CD.


I Wonder why his left arm is bigger than his right arm

Additional Info

One of Thanasius's Loyal Seraphs. After Metrom's imprisonment following the Battle of Remnants, Arkhaia was chosen to ascend from a lower inferion into a True Seraph to lead the Cult, with the only wish of clearing the century-old stigma blinding the masses from Thanasius's Goodwill.


Arkhaia

Huge Celestial, Chaotic Good


  • Armor Class 12
  • Hit Points 7000
  • Speed 30ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+3) 24 (+7) 18 (+4) 16 (+3) 16 (+3)

  • Condition Immunities None
  • Resistances Necrotic, Slashing / Bludgeoning / Piercing
  • Vulnerabilities Radiant
  • Senses Passive Perception 14
  • Languages All
  • Challenge 25

True Seraph Arkhaia is immortal, every time he's killed he can revive himself and continue fighting, and he's immune to any resurrection preventing abilities.

Arkhaia's Curse Arkhaia Grants the Spectral Enchant to whoever is willing after his defeat.

Actions

Acheron Arkhaia sends a beam of Corrupted Energy at its target, inflicting 2d6 +12 Necrotic Damage and 3 Bleed.

Maul Melee Attack: +8 to hit, reach 10 ft., one target Hit: 2d8 + 14 Necrotic damage

Phlegethon Arkhaia infuses its hand with Ghostflame and Sweeps, dealing 2d6 +15 Fire damage and inflicting 4 Ghostflame in a 30 feet Cone. 3 Turns CD.

Cocytus Arkhaia infuses its hand with Ice and Sweeps, dealing 2d6 +15 Cold Damage and inflicting 2 Slow. 3 turns CD.

Banshee Wail Arkhaia weeps, and one non allied creature that can hear the Weep becomes chained for 3 turns. All damage dealt to Arkhaia is dealt to the Chained Creature Instead. If the Chained Creature Dies, the chains disappears. 6 Turns CD.

Malfeasance Arkhaia summons a Sentient Darkness. 10 Turns CD.

Styx Arkhaia Channels Darkness within himself for one turn, and then, at the start of his next turn, unleashes it by pummeling one of its enemies, inflicting 2d8 +45 Necrotic Damage, 4 Weakness, and 2 Sundered. Styx also deals half of its damage in a 15 feet cone behind the hit target. If Styx Fails to hit, it will instead deal half of its damage in a 30 feet cone.


Metrom's Vessel

Additional Info

Thanasius's Seraph and right hand man, Metrom is blessed with exceptional Dark Magic and Proficient with Greatswords. He stole an old Hero's Body to enact his vengance on all mortal races, but was eventually locked up in the Temporal Jailhouse.


Metrom's Vessel cannot be reached by conventional means, as he is trapped within the Temporal Jailhouse, a Place outside of time that forever binds him into a time loop, never to leave from it. The only way to reach the Temporal Jailhouse is by using a Void Key.


Actions

Rendering Slash Metrom's Vessel flies towards its target and slashes them, dealing 2d6 +10 Necrotic Damage

Hexed Rend Metrom's Vessel Sends a wave of Corrupted Energy towards its enemies, inflicting 2d8 +15 Necrotic Damage in a 45 feet cone. 3 turns CD.

Blackout Metrom's Vessel lunges with both its greatswords, rending their target and locking their last used ability for 8 turns, and incresing all their Cooldowns by 1. If Metrom used Blackout before you had a chance to use an ability, it will instead lock the next ability you use. 8 Turns CD (immediately starts).

Eclipse Metrom's Vessel Buffs himself, gaining +5 damage and -5 damage suffered for 2 turns. 3 Turns CD.

Invoke Shadeblades Metrom's Vessel summons 2 Sentient Shadeblades. 5 Turns CD after both die

Deathbound Metrom's Vessel Summons Dark Energy Beneath two of its enemies, having them roll a DC 16 Dexterity Saving Throw, inflicting 2d12 +15 Necrotic Damage and 2 Sundered on a failure. 3 Turns CD.


Metrom's Vessel

Medium Celestial, Chaotic Neutral


  • Armor Class 12
  • Hit Points 10000
  • Speed 0

STR DEX CON INT WIS CHA
25 (+8) 15 (+3) 22 (+6) 12 (+1) 12 (+1) 10 (0)

  • Condition Immunities Cursed, Hexed, Stun
  • Resistances Necrotic, Psychic
  • Vulnerabilities Radiant
  • Senses Passive Perception 16
  • Languages None
  • Challenge 50

Imprisoned Metrom's Vessel's Wings are chained to an invisible wall in the middle of the Jailhouse, locking him out of moving at all, if not only for brief moments to attack others, Metrom's Vessel has 12 Wings, each one granting him -5 Damage suffered. Each time you inflict a Debuff on Metrom's Vessel, one of its wings will disappear, if all wings disappear, Metrom's Vessel will temporarily become Unshackled, but his wings will reappear after 3 turns.

True Seraph Metrom's Vessel is immortal, every time he's killed he can revive himself and continue fighting, and he's immune to any resurrection preventing abilities.

Metrom's Rage Metrom can act twice per turn and Metrom's Amulet will Heal him. After Reaching less than Half HP, Metrom's Vessel rips himself out of its prison and becomes Unshackled until the end of the fight.


Oblivion Metrom's Vessel performs an Heavy Slash in the air and, momentarily after, the entire enemy team is rapidly slashed down by thousands of cursed Slashes, inflicting Half of their MaxHP as Necrotic damage, 3 Cursed and 2 Hexed. 10 Turns CD. Starts in CD. (unaffected by Hexed)



Unshackled Vessel


Unshackled Metrom's Vessel

Medium Celestial, Chaotic Neutral


  • Armor Class 10
  • Hit Points 10000
  • Speed 45ft

STR DEX CON INT WIS CHA
30 (+10) 25 (+8) 22 (+6) 12 (+1) 12 (+1) 10 (0)

  • Condition Immunities Cursed, Hexed, Stun
  • Resistances Necrotic, Psychic
  • Vulnerabilities Radiant
  • Senses Passive Perception 18
  • Languages All
  • Challenge 50

Cursed Wings Metrom's Wings are now empowered by Corruption, and will switch between two modes: Attack Mode and Defence Mode. Metrom starts in Attack mode, dealing x2 Damage with all of his attacks (Oblivion will only deal 75% HP damage). If Metrom is inflicted 12 Debuffs in Attack Mode, He will switch to Defence mode, losing the Black Energy in his wings and all Attack Mode buffs, but gaining resistance to all damage, and inflicting half of the melee damage he takes back to the attacker. Metrom's Vessel will switch back to Attack mode after 4 turns.

True Seraph Metrom's Vessel is immortal, every time he's killed he can revive himself and continue fighting, and he's immune to any resurrection preventing abilities.

Metrom's Rage Metrom can act twice per turn and Metrom's Amulet will Heal him. After Defeating Metrom's Vessel, He will grant the Evil Enchant to any willing Creature.


Actions

Rendering Slash Metrom's Vessel flies towards its target and slashes them, dealing 2d6 +10 Necrotic Damage

Hexed Rend Metrom's Vessel Sends a wave of Corrupted Energy towards its target, inflicting 1d8 +25 Necrotic Damage, 2 Cursed and 2 Hexed. 3 turns CD.

Blackout Metrom's Vessel sends wave of Corrupted Energy towards all of its enemies, locking their last used ability for 8 turns, and incresing all their Cooldowns by 1. If Metrom used Blackout before you had a chance to use an ability, it will instead lock the next ability you use. 8 Turns CD (immediately starts).

Eclipse Metrom's Vessel Buffs himself, gaining +5 damage and -5 damage suffered for 2 turns. 3 Turns CD.

Unyielding Fury Metrom's Vessel Debuffs its enemies, giving them +5 damage taken and -5 damage dealt for 2 turns. 3 Turns CD.

Invoke Shadeblades Metrom's Vessel summons 2 Sentient Shadeblades. 5 Turns CD after both die

Shadebringer Metrom's Vessel Sends out many Dark Slashes towards all of its enemies, inflicting 2d12 +20 Necrotic Damage and 3 Cursed. 5 Turns CD.

Lesser Shadebringer Metrom's Vessel Sends out a few Dark Slashes towards one target, inflicting 2d8 +10 Necrotic Damage. 2 Turns CD.

Deathbound Metrom's Vessel Summons Dark Energy Beneath two of its enemies, having them roll a DC 16 Dexterity Saving Throw, inflicting 2d12 +15 Necrotic Damage and 2 Sundered on a failure. 3 Turns CD.

Oblivion Metrom's Vessel performs an Heavy Slash in the air and, momentarily after, the entire enemy team is rapidly slashed down by thousands of cursed Slashes, inflicting Half of their MaxHP (75% in attack mode) as Necrotic damage, 3 Cursed and 2 Hexed. 10 Turns CD. Starts in CD. (unaffected by Hexed)


A Shadeblade


Sentient Shadeblade

Medium Constuct, Unaligned


  • Armor Class 8
  • Hit Points 200
  • Speed 15ft

STR DEX CON INT WIS CHA
25 (+8) 15 (+3) 22 (+6) 18 (+4) 12 (+1) 10 (0)

  • Condition Immunities None
  • Senses Blindsight (160 ft.), passive Perception 12
  • Languages None
  • Challenge 4

Actions

Shade Blade Melee Attack: +8 to hit, reach 5 ft., one target Hit: 1d12 + 12 Necrotic damage, 1 Sundered

Events

The Hallow's Eve

The Hallow's Eve is a peculiar event that happens once a year and always on the same day, it bolsters every undead by removing their vulnerabilities, and doubling their HP and Damage; and allows travellers to Reach Witch Malady's Mansion, a place where after successfully passing through several puzzles (most are deadly), allows them to ask the Witch a favor, amongst these favors is being turned into a Dullahan

Castle Rock

Originally, this was the fortress created by Lannis Shallow himself to prevent anyone from disturbing him during his researches, now, after some unknown experiment took place, its became to appear everywhere around the world mostly in really harsh places, like tundras or extreme deserts. These instances of Castle Rock and are filled with traps, Monsters, and most importantly, Mori Turrets, these turrets (when working) will shoot a mori beam at the nearest target after it stays for more than 1 turn in its range (60 feet), and cannot harm the creatures present in the castle. At the end of each instance of Castle Rock Resides Lannis's Laboratory, a place full to the brim of precius items, with a high chance of finding artifacts and such.

Corrupted Skies

The Manifestation of Thanasius's Curse envelops the skies, turning them purple for a day. During this period every wild beast is considered "Corrupted", gains resistance to Necrotic Damage, double Damage and HP, and vulnerability to Radiant Damage. Happens around once a month.

Status Effects

Restrained

You Cannot move and you have disadvantage on all your moves, loses 1 stack at the end of your turn.

Burn

You suffer Fire Damage Equal to burn Stack at the start of your turn, and then halve your burn stack.

Vulnerable

You suffer +6 damage from any attack, loses 1 stack at the end of your turn.

Hexed

You take x2 Damage from the next attack you receive, then lose 1 stack.

Ghostflame

Deals True Damage equal to 5% of your MaxHP at the start of your turn, and then lose 1 stack.

Tethered

You suffer 8 True damage at the end of your turn and lose 1 stack, then heals the Creature who tethered you by 12 HP.

Charmed

A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.


The charmer has advantage on any ability check to interact socially with the creature.


loses 1 stack at the end of your turn.

Frightened

A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.


The creature can’t willingly move closer to the source of its fear.


loses 1 stack at the end of your turn.

Sundered

You lose all your resistances and AC gave by armor, loses 1 stack at the end of your turn.

Poison

You suffer Poison Damage equal to Poison Stack at the start of your turn, and the halve your Poison Stack.

Toxic

You suffer your Poison Stack as Poison Damage, then lose 1 stack.

Bleed

You suffer Bleed damage equal to Bleed Stack every time you make an attack roll or cast a spell, then lose half bleed stack.

Cursed

You can't be healed, loses 1 stack at the end of your turn.

White Burn

You Suffer Fire Damage equal to Stack at the end of your turn, and then halve White Burn stack.


Deals +3 Flat Radiant Damage for each tier of Covenant you have (not with Solan's Covenant).

Green Burn

You Suffer Fire Damage equal to Stack at the end of your turn, and then halve Green Burn stack.


Deals +3 Flat Fire Damage for each tier of Covenant you have (not with Altrum's Covenant)

Dark Burn

You suffer Necrotic Damage equal to Stack at the end of your turn, and then halve Dark Burn stack. Also Blocks Spells from being used.

Weakness

Halves all your damage, loses 1 stack at the end of your turn.

Stun

You cannot act in your turn, loses 1 stack at the end of the turn.


Page 208, My Insanity comes to an End. See you with a 50 pages update when another Rogue copy or Deepwoken layer 3 comes out (the joke still stands after 5 years)

Slow

Decreases your Speed by 5 Feet, loses 1 stack at the end of your turn.

Blind

A blinded creature can’t see and automatically fails any ability check that requires sight.


Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Purifying Burn

You Suffer Radiant Damage equal to Stack at the end of your turn, and then halve Purifying Burn stack.


Saps away all your healing to the Creature that inflicted Purifying Burn to you. Deals x2 damage against Undead and Fiends.

Insanity


Insanity is a debuff that comes in 5 stages:


Tier 1: You Start to hear incomprehensible whispers, -1 to all your rolls


Tier 2: Your vision shakes, you can't bear the whispers Anymore, -2 to all your rolls, you suffer 2 Damage per turn.


Tier 3: You start to comprehend what the whispers are Saying, -3 to all your rolls, you suffer 3 Damage per turn, When you can see a cliff, roll a Charisma saving throw, DC 13, On a failure you jump off the cliff.


Tier 4: It is all so clear now, all of the debuffs above, you will Instinctively bow down to the ground once every 2 turns, Wasting all your actions, you begin to have visions, ending Your Turn Around 15 feet from them will stun you.


Tier 5: you become unconscious, roll for death saving throws and add your wisdom modifier to them, dying by insanity will result in your head exploding.


Before reaching Tier 5 Insanity you can roll a Wisdom Saving Throw, DC 15 to stay at tier 4.


Curing insanity requires a spell that clears you of magically Inflicted conditions, one cast per insanity tier, The first two tiers of insanity can also be cured by succeeding A Wisdom saving throw, DC 12 at the start of your turn. Performing a Long Rest also clears you of all your tiers of Insanity.


Unfortunately, My Insanity IRL cannot be cured.

 

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