Scourge

by ReverseArso

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Player's Guide To Scourge

Table of Contents

Topic Page
Introduction 3
Character Sheet 4
Character Creation 5
Leveling Up 8
Combat 9
Weapons 10
Armor 15
Conditions 16
Alchemy 19
Perks
Magical Perks 22
Bust/Cock Perks 26
Skill/Crafting Perks 29
Action/Ability Perks 32
Resistance/Immunity Perks 37
Archetype Specific Perks 39
Spells
Arcane Spell List 46
Divine Spell List 51
Polymorph Spell List 56
Shadow Spell List 61
Monsterfolk Races 67

Introduction

Scourge is a TTRPG that is heavily based on Transformation, Corruption, and other forms of fetish content. This entire game system was developed through the idea of creating a D20 port to Bikini Armor RPG, which then quickly evolved as a mix between that, DnD 5e, and D20 modern. After many different play sessions with multiple different people, I have combined all rules, ideas, and fleshed out content that I have developed to create this book.

This game was designed for play between one DM and one player. All balancing is for one player, and one DM. If a DM wishes to play with multiple players, please make sure to read all perks, and balance as appropriately. As the creator, in my opinion, you should be able to run this at maximum for 3 players, with one DM. Past that, I am not sure if the perks would be balanced enough, monster fights would become absolute sweeps.

Forward

This book is not meant to be used as its own base to play the game alone. This book simply details everything that a player needs to know to build a character. There will be two separate books, one detailing information for a DM to know, and one that details a campaign for Scourge.

Forward 2

This game system is a mishmash that involves a lot of DnD 5e content, which is the native TTRPG system that I am used to. You will notice that spell descriptions, magical items, and stats are all parallel to 5E's systems. I imagine that if you tried hard enough, you could move most (if not, all) 5e Content into this game with minor alterations and be able to play it.

Final Forward

This game is designed to be played in a text-style, similar to a text-based-RP. Not sure if anything would change if you played it verbally (Besides the speed of play).

Character Sheet

Name:

Level:

Archetype:

Species:

HP:
MP:
AC:
XP:
Actions:
Stats:
  • Strength: 10
  • Agility: 10
  • Toughness: 10
  • Intelligence: 10
  • Perception: 10
  • Charisma: 10
  • Luck: 10
Corruption: 0
Bust Size: 0
Dick Size: 0

Weapon Proficiency:

Gold:
Inventory: (0/3)
Conditions:
Perks:
Unspent Perk Points:

Known Spells:
Cantrip [1 MP]
1st Level [3 MP]
2nd Level [5 MP]
3rd Level [8 MP]
4th Level [11 MP]
5th Level [14 MP]
6th Level [17 MP]
7th Level [20 MP]

Veils & Lines:

Veils:

Lines:

Character Creation

Fluffy Bits

These are the parts of the game that do not impact your character stat-wise, such as your looks and what you eventually plan on becoming. This can place you into an archetype, such as a high priestess, or you could emulate a character that you know from a certain show or anime, such as “Kobold Slayer”, a character who dedicates their entire life to slaying Kobolds!

Deciding the general “feel” or concept for your character is usually a great place to start, because it allows you to have a theme or a general direction for how you want to build your character. Keep in mind that you don’t have to follow a specific archetype to the T, you could have an extremely intelligent barbarian, or an asexual bard who just wants to vent his emotions in poetry. Make a character that you either identify with, or that you just enjoy the concept of!

Stats

Each human character starts with a 10 in each stat (STR, AGI, TOU, PER, INT, CHA, LUC). These stats influence combat and role play, and effect as follows:

  • STR = Strength, the physical strength of a character and their ability to use heavy weapons/armor. This also affects carrying capacity
  • AGI = Agility, the speed and reflexes of a character and their ability to use light weapons/armor. This stat is used to dodge/move quickly.
  • TOU= Toughness, the physical endurance of a character and their ability to resist pain/poison. This also affects health and Shadow magic.
  • PER= Perception, the character’s ability to observe the world around them, and their ability to use ranged weapons. This also affects Divine Magic.
  • INT = Intelligence, the character’s mental strength, and academic knowledge. This also affects Arcane and Transmutation magic.
  • CHA = Charisma, the character’s natural charm and speaking ability. This also affects Polymorph Magic.
  • LUC = Luck, a character’s natural luck. This skill impacts all rolls that do not have a modifier, but does not affect any other skill.

Archetypes

Once the character's general idea is determined, it is time to pick an archetype. Archetypes are great at certain skills and fields, and each specific archetype grants access to select perks that only that archetype can choose.

List of Archetypes:

The Knight (AGI + TOU)

An agile light weapons/armor user, Knights are good at inflicting high damage and staying away from large attacks. Their high stamina allows them to react quickly, dodge strong attacks, and sprint faster than all other's.

The Archer (AGI + PER)

A ranged weapons specialist, one who is able to inflict hellfire onto their projectiles. Archers can either be traditional bow users, or novel firearms experts.

The Thief (AGI + CHA)

A nimble climber, Thieves are great at staying hidden, and getting to where they need to be. No matter if getting there is legal or not.

The Bard (AGI + INT)

A spell slinging singer, capable of using their reactions to cast demi-spells in the way of songs.

The Duelist (STR + AGI)

A strong and noble fighter, duelists are experts at one-on-one combat, and never back down from a challenge.

The Paladin (STR + PER)

Holy defenders, paladins are great at fighting off Fiends and Undead. In addition, mental & bodily strength grants them immunities like no other.

The Maid (STR + CHA)

With a set of perks allowing for large inventories, Maids are specialized in the art of loot hoarding. In addition, their Sweep allows them to escape being swarmed.

The Brute (STR + TOU)

Tough and Strong, Brutes are able to break down even the heaviest of armored targets.

The Engineer (STR + INT)

Able to deploy complex sentries, Engineers are capable of large area-control with ease.

The Cleric (TOU + PER)

Miracle slinging holy defenders, Clerics are able to heal as well as they are able to cast other magic. In addition, some Clerics invest in the ways of Pyromancy instead of traditional magic, sacrificing health for spells.

The Seductress (TOU + CHA)

Social Magic masters, Seductresses are diplomatic vampires, able to cast even the strongest of social magic indefinately. However, their tradeoff is costly spells for anything that does deal direct damage.

The Tactician (TOU + INT)

Arcane geniuses, Tacticians are able to determine things about their enemies easily. In addition to their Battle Tactics, which allows them to spend Mana for the upper hand in a fight.

The Sage (INT + PER)

Crystal Sages hailing from the College of Tendriths, these mages learned the dark arts of crystal magic, a style of arcane spells that focuses on decay, rebirth, and preservation. With the use of crystal magic, however, their bodies and minds change to accomodate the parasitic magic.

The Wizard (INT + CHA)

Prismatic battle-casters, Wizards are able to cast from all types of magic, unrestricted by the bounds of pointless specialization. Wizards are capable of slinging all manner of elements, ensuring that their enemies never have an immunity to their spells.

The Missionary (PER + CHA)

Electrical polymorphers, Missionaries tough resolve restricts them to only Polymorph and Divine magic. Great at frightening lightning magic, and permanent polymorphs.

Stat Values

Each blank character sheet starts with a 10 in each of the 7 stats. When making a character, you may have 8 points that you can put into any of these stats (for no number larger than 15). Typically you will want to put these strictly into your 2 Archetype stats. Some examples of how you can array your stats are:

  • 15/13
  • 14/14
  • 13/13/12

Or, if you wish to have one of your stats be an 8 instead of 10, you may have 2 additional points, which could make your arrays look like:

  • 15/15/8
  • 14/14/12/8
  • 13/13/13/9
  • 12/12/12/12/12/8.

Each stat gains a modifier to all rolls made with them, going in increments of 2. For example, If you have a 15 in any stat, that stat has a +2 to all rolls made with it. Stats with an 8 or lower have a -1, -2, and so on so forth.

HP, MP, & AC

HP

HP is the life force of your character. Typically this is best represented as “Stamina”, where reaching 0 HP will result in your character fainting from exhaustion. However it may differ from DM to DM.

Each character starts with 10 HP. Every time they gain a level up, they gain an additional 10 HP.

If you have a Toughness modifier, then the formula becomes: (Level x 10) + (TOU mod x Level) = HP

For example, if a level 2 character has a +2 in TOU, then their final HP is: (2 x 10) + (2 x 2) = 24 HP

MP

MP is the spellcasting force of your character, the ability to channel their willpower or mental strength to exercise feats of great power.

Each character starts with 5 MP. MP raises with your highest spellcasting stat (TOU, PER, INT, or CHA), and increases with this formula: (Spellcasting Stat Mod x Spellcasting Stat Mod) + 5 = Final MP

For example, if a character has a +4 in their INT, then the formula goes: (4 x 4) + 5 = 21 MP

You cannot have multiple spellcasting stats influence your total MP, only the highest of all 4 stats

AC

AC determines how hard it is to hit your character. Other creatures rolls to hit will be made against this number. Typically AC will be 10, and will not increase past that point. However, some Spells, Armor, or having a High Agility will increase this stat.

Having a Agility score of over 10 will increase your AC in incriments of 2.

For example, if you have a Agility score of 12, you will have an AC of 11, AGI:14 is AC:12, etc

Perk Points

When creating a character, you may chose to start anywhere between 4 and 12 perk points. The more perk points you gain, the higher your starting Corruption. When chosing how many perk points to start with, any amount that is higher than 4 adds one point each to your corruption. So, if you start with 12 perk points, you start with 8 corruption.

Corruption

Corruption is a stat on the character sheet that shows the characters spirit’s clarity. The higher the corruption, the worse overall that a character will perform. If a character is to have more than 6 corruption at any point in time, they suffer a -1 to all rolls that LUC would affect. If they are to have more than 8, then they suffer a -2, and so on.

Corruption Penalty
6 -1
8 -2
10 -3
12 -4
14 -5
16 -6
18+ -7

Bust & Dick Size

Each character will have a bust or dick size starting somewhere between 0 and 6, chosen before play. Once Chosen, this can not be changed besides by spells, magic, or other mechanical changes.

These two stats affect certain perks and how they work, and are affected by some perks and how they work.

The stats can range anywhere from 0-20. Once a stat reaches 20, it is physically to large to be able to carry anymore, and becomes incapacitating.

Bust Size… ...Descripton
0 Does Not Exist.
1-3 Smaller Than Average.
4-5 Average.
6-8 Larger Than Average.
9-12 Natural Limit.
13-15 HUGE. (-1 AGI)
16-18 Holy Shit Dude… (-2 AGI)
19 Extending to Magic’s Limits. (-3 AGI)
20+ You Need to Slow Down, Bud. (0 Movement Speed)

Weapon Proficiency:

When creating your character, you may chose to be proficient in 1 type of weapon. The Types of weapons are:

  • Heavy Weapons (STR)
  • Light Weapons (AGI)
  • Polearms (STR/AGI)
  • Ranged Weapons (AGI/PER)
  • Mage Weapons (INT/CHA/PER)
  • Unarmed Weapons (STR/AGI)

Inventory Size:

Your Inventory Size is completely dependent on your Strength score. Typical Inventory size is 3 slots (Ignoring all worn items and equipped weapons). However, if you have a Strength score higher than 10, you gain an extra inventory slot for each number above 10. For example, if you have a Strength score of 12, you now have 5 inventory slots instead of 3.

Starting Equipment

All characters start with 10 GP.

In addition to starting with 10 GP, players may pick any of the starting weapons for their proficient weapon:

Heavy Starting Weapons:

  • Axe
  • Mace
  • Pick
  • Shortsword x2

Light Starting Weapons:

  • Hatchet x2
  • Light Club
  • Large Knife
  • Small Knife x3

Polearm Starting Weapons:

  • Poleaxe
  • Short Staff
  • Spear
  • Lance

Ranged Starting Weapons:

  • Longbow
  • Pistol Crossbow x2
  • Flintlock Pistol
  • Short Bow, Melee Net

Mage Starting Weapons:

  • Quarterstaff
  • Small Mace
  • Flail
  • Smallsword

Leveling Up

Characters level up through experience gained, experience is granted by defeating Monsters, or from completing quests.

Down below is the table in which all experience to levels is found. Experience is a constantly increasing stat, once you reach 1000 experience you do not go back down to 0, you keep all experience gained as you level up.

Level Experience
1 0
2 1,000
3 3,000
4 6,000
5 10,000
6 15,000
7 21,000
8 28,000
9 36,000
10 45,000
11 55,000
12 66,000
13 78,000
14 91,000
15 105,000
16 120,000
17 136,000
18 153,000
19 171,000
20 190,000

Every time you level up: You gain 1 perk point, 10 more HP.

Ability Score Improvements

Whenever you level up you gain the option to spend 3 perk points to gain 2 Ability Score Points (STR, AGI, TOU, INT, PER, CHA, LUC). You may only do this while leveling up your character, and at no other time may you do this. These are called Ability Score Improvements, and you may spend them to increase 1 stat by 2 points, or 2 different stats by 1 point. You may do this to a maximum of 20, once at that point you may not spend Ability Score Improvements to increase that stat. However, racial modifiers, spells, or other things that can increase your Ability Scores can increase your stats above 20.

Combat

Combat is split into Turns, and Rounds. 1 Round is passed when each participant in combat takes a turn.

The Start of Combat

Once combat starts, every participant rolls 1d20 + (AGI Modifier). That is called Initiative, which determines turn order. For example, if George the Knight initiates a fight with Hij The Giant Purple Worm, George Rolls his D20, and gets a 14, while Hij get’s a 4. This means that the Turn Order goes: George > Hij.

If an attack happens before combat is initiated between at least 2 parties, a “Suprise Round” Occurs. All creatures that did not know combat was going to start are “Surpised”, and do not take any actions or move during the first round, while all those who did know can take their turns as normal. All parties still roll initiative, just those who are surprised do not get their turns for this round.

On Your Turn

Once your turn hits, you have 5 types of actions that you can take before your turn is over.

Action

Actions are your main turn. They include attacking with most weapons, casting most spells, or doing things like pulling levers/opening & closing doors. You get one of these per round, however some perks or spells will give you more. You may use an Action to do anything that a Bonus Action can do, as well. Or you can use your action to “Dash”, which doubles your movement speed.

Weapon Attack

When making a weapon attack action, you first roll 1d20 + The Weapon Skill bonus. For example, if you are using a Greatsword, that uses Strength, and if you had a +1 modifier in Strength, then you roll 1d20+1. This is your “To-Hit” roll, and if it rolls above the AC of a monster, then you hit your attack!

From that point, you then roll the weapon damage. All weapons have their own damage dice, the Greatsword for example does 1d10 damage when wielded with 2 hands. So, you roll 1d10+1, and that is the damage that you deal to the target!

Temporary HP. Temporary HP is a pool of health that is separate from the main pool of HP. Attacks that deal damage to a creature with temporary HP hit the Temporary HP first, if that damage is over the amount of Temporary HP that a creature has, then the rest of the damage is void. For example, if a creature has 1 health and 1 temporary HP, if a creature does 500 damage to that creature in one attack, that creature only takes 1 point of temporary HP damage.

Bonus Action

Bonus Actions are to do smaller things, this can include attacking with a secondary weapon if you’re duel wielding, drinking a potion, throwing a bomb, loading a gun or crossbow, drawing/sheathing a weapon, or some spells, perks, or other abilities will use Bonus Actions. You get one of these per round, however some perks or spells will give you more.

Movement

You may move your character’s speed in any direction. This action also includes climbing, jumping, or dodging. You get one of these per round, unless a spell, perk, or ability grants you more.

If you use your action to move, you may move 30 feet in any direction (Unless changed); if you dash then you may move 60 feet in any direction.

If you use this action to Dodge, then you may not move in any direction. Instead, you gain a +5 to your AC.

Free Action

Free actions are unlimited. They are small things such as making a perception check, talking to someone nearby, shouting out to someone to watch out for something. These are small things that don’t affect the outside world stat-wise, but can affect it in roleplay or provide small bonuses for combat.

Reaction

Reactions are things taken in “reaction” to something happening around you. Reactions are mostly reserved by perks, spells, and other abilities, however every character has access to something called an “Opportunity Attack”. Opportunity Attacks happen when one of two prerequisites are met:

  • The Character used an Action to prepare an attack (Example: “I use my action to keep my bow notched, and to fire at [Monster] if it moves”). Once something is met or fulfilled, then the character may attack as a reaction.
  • A combatant moves out of melee range of the character using an opportunity attack.

Both of these reactions can be used by any character. You get one reaction per round unless specified by a perk, spell, or other ability.

The End of Your Turn

Once you have used every action that you wish to use for that round, you may end your turn, and the turn gets passed on to the next combatant. While it is not your turn, you are still able to use reactions, or free actions.

Weapons

Materials

Materials divide weapons by what they are made of. Below is a list of materials, and their tier.

All weapon materials (Except Tin) have a special ability that affects how the weapon acts.

Tier 0
Name Effect
Bone Splinter: Deals an additional damage die of damage if the damage type is Piercing
Shatterrock Shatter: Once the weapon hits another creature, it shatters and deals critical damage
Stone Heavy: Can turn any weapon type into a Heavy Weapon
Wood Flammable: If lit aflame, deals an additional damage die of Fire damage
Tier 1
Name Effect
Brass Alloyed: Gives resistance to Fire damage if used on armor, ignores Cold resistance if used on weapons
Copper Conductive: Ignores Lightning resistance
Glass Bleeding: Critical hits cause 1d4 bleed damage for 1d8 turns
Slime Bouncy: If used on armor, prevents fall damage. If used on weapons, ignores Acid resistance
Tin Painfully Average: Gives no benefit
Tier 2
Name Effect
Fae Bark Beast Bond: Deals double damage to Beasts and Monstrocities
Iron Fey Slayer: Deals double damage to Fey
Lead Human Slayer: Deals double damage to Humanoids
Thaumatic Bone Plant Slayer: Deals double damage to Plants and Slimes
Tier 3
Name Effect
Electrum Electrifying: All attacks deal an extra damage die of Lightning Damage
Gold Valuable: Weapons crafted with Gold cost 1000gp, regardless of Quality
Pewter Blinding: If used on a shield, blinds attacking creatures that miss until the start of their next turn
Silver Fiend Slayer: Deals double damage to Lycanthropes, Fiends, and Undead
Steel Strong: Adds 2 additional damage dice to the weapon
Tier 4
Name Effect
Blueshroom Glowing: Sheds dim light for 10 feet perpetually
Cobalt Quick: Weapons can make an additional attack as a bonus action
Mythril Light: Weapons made with Mythril use AGI.
Orichalcum Lost: Deals an additional damage die of psychic damage.
Platinum Superior: Ignores Slashing, Bludgeoning, and Piercing resistance.
Tungsten Tough: If used with a shield, will grant 1 temp HP at the start of each battle.
Tier 5
Name Effect
Adamantite Unbreakable: Armor or Weapons made with this material do not break ever by any means lower than divine.
Dragon Bone Elemental Resilience: Shields and Armor made with this material grant Fire, Cold, and Lightning resistance
Ebony Demonic Vessel: When infused with 1 pint of fiend blood per pound of ebony, will turn into Reinforced Ebony
Manyullyn Flame Core: Perpetually radiates heat. Shields and Armor grant Cold and Fire resistance. Weapons deal 2 extra dice of fire damage.
Pallidium Holy Conduit: Deals double damage to undead and fiends. Weapons made with this deal 2 extra damage dice of Radiant damage.
Tier 6
Name Effect
Abyssalite Of The Depths: Armor and Shields made with this grant unlimited water breathing. Weapons made with this deal 2 extra dice of Cold damage.
Celestial Silver Fiend Slayer: Deals Double Damage to Undead and Fiends. Weapons made with this deal 3 extra damage dice of Radiant damage.
Darksteel Light Absorber: When made into shields or armor, prevents blindness. Weapons made with this deal 2 extra damage dice of Necrotic damage.
Thaumium Mana Absorber: When made into shields or armor, grants resistance to magical damage. Weapons made with this have advantage on damage rolls.
Tier 7
Name Effect
Celestial Gold Evaporator: Deals double damage to Undead, Fiends, and Fey. Weapons made with this deal 3 extra damage dice in radiant damage. Armor and shields made with this grant Radiant and Necrotic resistence.
Cryosteel Frozen Core: Armor and Shields made with this grant immunity to Cold damage. Weapons made with this deal 3 extra damage dice of Cold damage.
Reinforced Dragonbone Elemental Paragon: Shields and Armor made with this have immunity to Fire and Lightning damage.
Reinforced Ebony Demonic Force: All successful attacks are considered critical hits.
Tier 8
Name Effect
Astrite Weapons made with this deal 1 damage die of each type: Fire, Cold, Lightning, Poison, and Acid damage.
Fire Iron Armor and Shields made with this grant immunity to fire damage. Weapons made with this deal 4 extra damage dice of Fire damage.
Illumite Weapons made with this material deal 4 extra damage dice of Radiant damage. Armor and Shields made with this produce light for 15 feet. Armor and Shields made with this give resistance to Radiant damage.
Phasite Ignores the enemy creatures’ AC, weapons made with this only need to roll a 10 or above to hit.

Weapon Modifier to Tier Table

Weapon Tier Modifier Average Cost
0 -1/-1 50gp
1 +0/+0 200gp
2 +1/+1 500gp
3 +2/+2 850gp
4 +4/+4 1200gp
5 +5/+5 2000gp
6 +6/+6 3000gp
7 +8/+8 5000gp
8 +10/+10 10,000gp

Weapons

Weapon Types

Weapon types have changed to become more associated with 6 stats:

  • Heavy Weapons (STR)
  • Light Weapons (AGI)
  • Polearms (AGI/STR)
  • Ranged Weapons (AGI/PER)
  • Mage Weapons (INT/CHA/WIS)
  • Unarmed Weapons (STR/AGI)

When a weapon is used, the bonus associated with it’s stat is applied. For example, if you use a Heavy Tier 1 Weapon, and have a +1 in Strength, you have a +1 to hit and to damage.

Weapons List:

Weapons will be framed in this way:

Name|Damage Dice|Damage Type|Note

Heavy Weapons

Heavy weapons use STR as their main stat. These weapons are built around high damage with big dice.

Name Damage Dice Damage Type Note
Axe 1d8 Slashing
Mace 1d8 Bludgeoning
Pick 1d8 Piercing Two Handed*
Broadsword 1d10 Slashing
Bastard Sword 1d12 Slashing Two Handed
Morningstar 1d10 Piercing
Shield Bash 1d8 Bludgeoning
Shield Bash w. Spike 1d10 Piercing
Baton 1d6 Bludgeoning
Shortsword 1d6/1d8 Slashing Versatile
Maul 1d12 Bludgeoning Two Handed
Great Axe 1d12 Slashing Two Handed
Warhammer 1d8/1d10 Bludgeoning Versatile*
Greatsword 1d8/1d10 Slashing Versatile*
Zweihander 2d12 Slashing Two Handed
  • Two Handed. A two handed weapon requires at least 2 hands to use effectively, using any less hands will result in the weapon being unusable and dealing 1d4 damage instead of it’s actual damage die. There is no bennefit to using more than 2 hands on a 2 handed weapon.

  • Versatile. A versatile weapon may be wielded 1 handed or 2 handed. Depending on how the weapon is used, the damage die changes. (1 handed is the lower dice, 2 handed is the higher dice).

Light Weapons

Light Weapons use AGI as their main stat. These weapons are built around using lots of small dice to deal damage.

Name Damage Dice Damage Type Note
Hatchet 1d6 Slashing Thrown:60ft.*
Light Club 1d6 Bludgeoning
Thrusting Broadsword 2d6 Piercing
Katana 2d8 Slashing Two Handed
Thrusting Bastard Sword 4d4 Piercing Two Handed
Cavalry Saber 2d6 Slashing
Nunchaku 3d4 Bludgeoning Reach:5ft.*
Large Knife 1d6 Piercing
Small Knife 1d4 Piercing Thrown:30ft.
Wooden Stake 1d6 Piercing
Dagger 2d6 Piercing Thrown:15ft.
Rapier 2d8 Piercing
Saber 1d10 Slashing
Cutlass 3d6 Slashing
Thrusting Greatsword 2d10 Piercing Two Handed
  • Thrown. Thrown weapons can be tossed away from the hand towards a target, up to the maximum range, dealing damage to a far away target.

  • Reach. Weapons with reach can attack creatures that are more than 5ft. Away from the wielder. The wielder of a weapon with reach gains an additional amount of range with their weapon dependant on the amount specified in the reach specification.

Polearms

Polearms use either STR or AGI as their main stat. Polearm weapons have 1 dice that deals their damage, and in comparison have less overall damage than the other weapon types, but each of them have long reach or can even be thrown!

Name Damage Dice Damage Type Note
Lance 1d8 Piercing Reach:10ft.
Glaive 1d10 Slashing Reach:10ft.
Halberd 1d12 Slashing Reach: 5ft.
Naginata 1d10 Piercing Reach:10ft
Poleaxe 1d8 Slashing Reach:5ft
Short Staff 1d8 Bludgeoning Reach:5ft
Spear 1d8 Piercing Thrown:60ft.
Javelin 1d10 Piercing Thrown:30ft.
Long Spear 1d12 Piercing Reach:5ft
  • Range. Range dictates the maximum range that a weapon can reach. The weapon may attack any creatures within the specified range of the player.

  • Heavy. When a weapon has the Heavy stat, you require a STR score of 13 or higher to wield it and use it. You may also use Strength instead of Perception or Agility to fire weapons with the Heavy modifier.

  • Net. When making an attack against a creature of size Large or smaller, that creature must make a Strength saving throw DC:15. On a failed save, the creature is restrained by the net, and cannot move or make any actions.

  • Sling Loading. Slings may be loaded with stones, or any other similarly shaped objects. This includes spherical bombs.

  • Armor Piercing. Weapons with the Armor Piercing quality ignore all armor when rolling to attack against AC. For example, if a creature has a +5 AC bonus from a thick hide, or steel plated armor, then when an attack is made against them with this weapon, they do not have that AC bonus.

  • Multiattack. When attacking with this weapon, you may attack an additional time with this weapon.

Ranged Weapons

Weapons that are used at range, either using AGI or PER as their main stat, these weapons can be fired from medium to long distances.

Name Damage Dice Damage Type Note
Blowpipe 1d4 Piercing Range: 60ft.
Longbow 1d8 Piercing Range: 300ft.
Greatbow 2d10 Piercing Range:400ft., Heavy
Regular Bow 1d10 Piercing Range:120ft.
Short Bow 1d6 Piercing Range:60ft.
Composite Bow 1d12 Piercing Range:180ft.
Crossbow 1d10 Piercing Range:200ft.
Heavy Crossbow 2d8 Piercing Range:300ft., Heavy
Pistol Crossbow 1d6 Piercing Range:60ft.
Large Net 1d4 Bludgeoning Range:15ft., Net
Melee Net 1d6 Piercing Range:15ft., Net
Sling 1d6 Bludgeoning Range:30ft., Sling Loading
Staff Sling 1d8 Bludgeoning Range:50ft., Sling Loading
Harpoon 1d8 Piercing Range:30ft., Water Piercing, Grapple
Shuriken 1d6 Piercing Thrown:50ft.
Flintlock Pistol 1d8 Piercing Range:50ft.,
Wheel-Lock Pistol 1d6 Piercing Range:100ft.,
Handgonne .90 1d8 Fire Range:30ft.,
Matchlock Musket .80 1d10 Piercing Range:120ft., Armor Piercing
Flintlock Musket .75 2d6 Piercing Range:80ft.,
Rifle-Musket, .577 1d12 Piercing Range:150ft.,
Cartridge Rifle, .45 1d8 Piercing Range:80ft., Multiattack
Lever-Action Carbine, .30 1d6 Piercing Range:80ft., Armor Piercing
Blunderbuss, 8G 2d12 Piercing Range:15ft., Armor Piercing

Mage Weapons

Mage weapons use any of the three spellcasting abilities, and typically do less damage than other weapon types. Their usefulness resides in being good backup weapons for mages with low MP, or mages who wish to be able to have a martial approach to situations.

Mage Weapons
Name Damage Dice Damage Type Note
Quarterstaff 1d8 Bludgeoning
Kusari 1d8 Slashing Reach:15ft.
Small Mace 1d6 Bludgeoning Armor Piercing
Scythe 1d10 Slashing Reach:5ft.
Flail 1d8 Slashing/Piercing
Bolas 2d6 Bludgeoning Reach:10ft.
Smallsword 2d4 Slashing Multiattack
Whip 3d4 Slashing Reach:15ft.

Unarmed Weapons

Both Natural and Additive unarmed weapons are listed here. These are weapons that use STR or AGI, and are mostly used by surprised folk who weren't ready for a fight. However, some classes of people specialize in unarmed strikes to be able to knock out any opponent with ease. Every creature has access to a type of Bite and Punch, and everything else is determined by the race.

Unarmed Weapons
Name Damage Dice Damage Type Note
Punch 1d4 Bludgeoning
Brass Knuckles 1d6 Bludgeoning
Kick 1d4 Bludgeoning
Blunt Teeth 1d2 Bludgeoning
Fangs 1d4 Piercing
Sharp Beak 1d6 Piercing
Sharp Teeth 1d6 Piercing
Garrote 1d8 Slashing

Armor

Armor is divided into 2 categories. Light and Heavy. Light armor can be worn by any character, provides a small benefit to AC, and rarely has any debuffs. Heavy Armor can only be used by characters with a STR score of 15 or higher, otherwise characters will gain heavy debuffs that are explained in the armor. Below are the types of armor, their benefits, debuffs, and notes.

Light Armor
Name AC Bonus Notes
Leather Armor +1 AC
Studded Leather Armor +2 AC
Hide +2 AC Cold Resistance
Splint Mail +3 AC
Metal Curiass +4 AC
Chain Mail +5 AC
Heavy Armor
Name AC Bonus Notes
Half Plate +4 AC Dis: Half Movement Speed
Full Plate +5 AC Dis: No Movement Speed
Scale Mail +6 AC Dis: Weak To Bludgeoning, Half Movement Speed
Knight Armor +7 AC Dis: Weak To All Magical Damage, Half Movement Speed
Titan Mail +8 AC Dis: No Movement Speed, Weak to All Damage

Shields

Name AC Bonus Notes
Light Shield +2 AC
Heavy Shield +3 AC Dis: Half Movement Speed

Conditions

Conditions are effects that your character can be afflicted by. Conditions can be afflicted by Magic, Potion Effects, Monsters/Monster Attacks, or anything else that can be magical. Down below are some examples of common conditions in the world of Seostria.

Astral Sickness
You are entranced by the astral being and immense power in front of you. You can not look away from a creature that has affected you with Astral Sickness. In addition, you have disadvantage on attack rolls made against any other creature besides the one that has given you Astral Sickness. Finally, all damage that you do to a creature that has affected you with Astral Sickness is taken by you in half. However, the damage type is Psychic instead of the typical damage type.

For example, if you go 10 slashing damage to a Lunar, you take 5 psychic damage.
Bleeding

You have been struck with a wound that is actively bleeding. You take half the damage from the attack that hit you at the end of your turn on your next turn.

For example, if you were hit by an attack that deals 50 damage, you then take 25 more damage at the end of your next turn.
Blinded

You can not see at all. You gain tremorsense of 5ft., and are completely blind past that point.
Burnt

Your body aches. You have been scorched by immense heat, and now you deal all Slashing, Piercing, and Bludgeoning damage as if the creature is resistant. If the creature is immune, then you deal no damage instead, like normal.

For example, if you are burnt, and try to attack a bandit, instead of dealing 10 damage, you deal 5.
Charmed

You are charmed by a creature. This creature is now considered a friend to you, and you will do everything in your power to protect or defend the creature that has charmed you. In addition, you will treat the creature as if it was a extremely close friend that you’ve known your entire life.
Crippled

You’ve broken or shattered a leg. Or two. Your movement speed is now 10 feet, and if you try to dash you take an equal amount of psychic damage to the distance moved, from immense pain.
Deafened

You can not hear. All audible effects are null to you, and you can not hear at all.
Dizzy

The world is spinning, you lose 10 feet of movement speed and have disadvantage attacking creatures that are smaller than size Large.
Drowsy

You are immensely tired. Your movement speed is cut in half, and you have disadvantage on Intelligence, Perception, and Charisma checks and saving throws.
Enraged

A creature has taunted you, or otherwise immensely angered you. You can now only attack that creature. Attempts to attack other creatures result in immediate failure, and you must spend your entire turn to move as close to, or to attack this creature as much as possible.
Exhausted

You are severely hungry or thirsty. All movement takes extreme effort. You have disadvantage on all saving throws and ability checks.
Frightened

You are immensely afraid of a creature. You must spend your entire turn to get away from this creature as fast as possible. While you can see this creature, you have disadvantage on attack rolls made against any creature.
Frostbite

Your body is in a deep state of cold. You deal half damage with all spells and spell attacks.

For example, if you were to deal 10 damage to a bandit, with a Firebolt spell, you only do 5.
Heat

Depending on race, has immensely different effects. Heat can stack, and goes in percentage from 0% to 100%. Different races have different “Thresholds”. These thresholds can change ability scores, roleplay traits, or personality traits.
Hellfire

Wicked Green Flames that engulf your body. You deal half damage with all attacks, are weak to Fire and Cold damage, and your movement speed is cut in half.
Hypnotized

You are under the complete control of another creature. You must respond to all commands and orders to a 100% T.
Paralyzed

Your movement speed is 0. You can not make any actions, Bonus actions, or reactions.
Plague

Your body is immensely sick. You have disadvantage on all ability checks.
Poisoned

You take a small amount of poison damage at the start of your turn. This depends entirely on the creature that gave you the condition.
Rot

Your body is rotting away while you still live. You take necrotic damage at the start and end of all of your turns. This amount is dependent on the creature that gave you the condition.
Silenced

You are unable to speak. In addition, you can not cast any spells that have Verbal Components.
Slimed

You are covered in a thick coat of slime, sweat, or goop. Your movement speed in dropped by half, and you have disadvantage on all Agility checks and saving throws.
Submissive

You are unable to say no to orders or commands. Similar to hypnotized, however, you will not commit any actions that will result in your harm, or the harm of those you consider friends.
Toxic

You will take an amount of Poison or Acid damage at the start of your turn. Every turn after this, that number doubles, to an amount specified by the creature that gave you the condition.

Alchemy

Alchemy is a system of potion making by using many different ingredients. When making potions, every potion requires 3 different types of ingredients.

  1. Raegent: A liquid or combination of fluids that gives the potion it’s “Base”. Determines how strong a potion is. Certain Raegents have “Affinities”, which means that they are better for certain types of potions.
  2. Stimulant: An ingredient or “thing” that makes the potion do what it does. Healing Roots make the potion heal, etc. These determine the potion’s effect.
  3. Additive: Either another Stimulant, or a different ingredient that changes something about the potion. Such as it being able to be thrown at enemies, or that the potion has double the duration.

Unless otherwise specified, all potions share these effects:

  • They must be drank or injected to work.
  • Potions can only have 3 ingredients maximum.
  • Potions glow the color that their Stimulant is.
  • Potions can be drank as a bonus action, or applied as a bonus action.

Raegent Point Table

Amount of Points DMG Time
10 1dx 1 Turn
25 3dx 1 Round
50 5dx 1 Minute
75 8dx 1 Hour
100 12dx 1 Day
125 15dx 1 Week
150 17dx 1 Month
200 20dx 1 Year

Skill Use

Alchemy is a skill. Whenever a creature wishes to make a potion, and has all three ingredients, they are able to make the potion in 1 minute. Whenever creatures wish to decipher anything about alchemy, however, such as learning what a potion does without drinking it, or what a specific ingredient will do, that will call for an INT roll.

Raegents

Name Points Affinity Price
Water 10 N/A 2gp
Rust Water 15 Poison 10gp
Milk 15 Heat/Regeneration 10gp
Blood 15 Healing 10gp
Oil 25 Attacking/Fire 10gp
Slime 25 Heat/Regeneration 20gp*
Sweat 25 Heat 15gp
Venom 25 Poison 15gp
Alcohol 25 Fire/Poison 20gp
Blight Serum 40 Poison 70gp
Liquid Fire 40 Fire 50gp*
Storm Essence 40 Lightning 50gp*
Corrosive Muck 40 Acid 50gp*
Ambrosia 40 Heat/Healing 35gp*
Universal Solvant 50 N/A 35gp
Dragon's Blood 50 Elemental 100gp*
Liquid Moondust 100 Cold 500gp*

Limited Stock

Not every Alchemist can sell every ingredient. Stimulants, Raegants, and Additives marked with a "*" are not available at every shop, and may not be able to be sold. This can be determined by the DM based on the seller, the wealth of the town, and other factors.

Common Stimulants

Name Effect Type Color Price
Fruit Heal (d4) DMG Blood 1gp
Mushroom Heal (d6) DMG Red 5gp
Herb Heal (d10) DMG Indigo 15gp
Tree Bark AC (+2) Time Brown 1gp
Shellfish AC (+4) Time Crimson 15gp
Ichor AC (+6) Time Golden 100gp*
Bone Atk (+2) Time Bone 3gp
Fish Atk (+4) Time Turquoise 10gp
Claws Dmg (+2) Time Gray 7gp
Thorn/Barb Dmg (+4) Time Purple 10gp
Horns/Tusks Atk/Dmg (+2) Time White 15gp
Rust Poison (d4) DMG Rust 5gp
Chitin Posion (d6) DMG Yellow 10gp
Stinger/Fang Poison (d10) DMG Tangerine 15gp
Chicken Egg Regeneration (d4) Time Muted Yellow 5gp
Root Regeneration (d6) Time Pine 10gp
Coral Regeneration (d8) Time Coral 15gp
Slime Egg Regeneration (d10) Time Cyan 30gp*
Mucus Heat (d12) DMG Clear 25gp
Fur Cold Resistance Time Tan 10gp
Hot Pepper Fire Resistance Time Fire Orange 10gp
Gold Powder Lightning Resistance Time Electric Yellow 10gp
Frog Invisibility Time Green 15gp

Additives

Name Effect Color Change Price
Bee Lengthens Sparkles 5gp
Gunpowder Throwing Darkens 10gp
Iron Dust Strengthens Shines 10gp
Permafrost Delays Dims 10gp*
Algae Exponentrifies Crackles 10gp
Slime Core Purifies Glitters 15gp*
Glow Dust Quickens Glows 15gp
Resin Combustifies Drips 15gp
Sap Multiplies Hardens 15gp
Bottled Steam Gassifies Gasseous 20gp
Soul Omnifies Bubbles 50gp*

Additive Effects

  • Lengthens. Makes the spell last for double the amount of time that it usually does. If an instant effect, makes the effect trigger again on the next turn.
  • Throwing. Makes the potion work if thrown at another creature as a bonus action.
  • Strengthens. Makes the potion act as if it has 25 more points than it usually does.
  • Delays. Makes the potion take effect 1 minute after drank.
  • Exponentrifies. Makes the potion's effect trigger for double the longer it triggers for. For example, if regeneration regenerates for 1 HP on turn one, it regenerates for 2 on turn two, then 4 on turn three. Has no effect on instant potions.
  • Purifies. Makes the potion act as if it has double the amount of Raegent points that it usually has.
  • Quickens. Makes the potion trigger both on the start and end of a creatures turn.
  • Combustifies. Makes the potion flammable. If hit by fire, it will ignite, and all creatures who are burnt by it for 1d4 fire damage also suffer from the potion's effect.
  • Multiplies. Makes the potion able to be used multiple times. Instead of once, the potion has 5 uses.
  • Gassifies. Makes the potion into a gas. When the bottle is opened, the gas spreads in a 15ft. sphere, and all creatures who start or end their turn in it for 1 minute suffer the effects of the potion. Can also be thrown.
  • Omnifies. Makes the potion effect any creature. If a creature drinks or otherwise is affected by the potion, they can not be immune to or resistant to the effects. Creatures will always fail saving throws having to do with these.

Legendary Stimulants

There are some stimulants that seemed to have evolve to specifically change those who consume them. When made into a potion, their effects are increased by immense amounts. Legendary Stimulants can only be brewed into a potion if their Raegant gives at least 40 points.

Legendary Stimulants do not have any affinities, rather a Raegent's base point cost or it's point amount + an additive will have the Legendary Stimulant able to work.

Legendary Stimulants

Name Color Location
Attra Brick Meadows
Wocap Black/Blue Graveyards
Lilyc Bright Green Caves
Bona Void Black Trees
Black Cannis Root Ebony Black Underground Swamps

Attra

Scaretta Gluttoflora

Point Requirement: 25.

A small flower with bright red petals and a bright green stem. This small flower, when brewed into a potion, is capable of increasing a creature's feminine assets. No matter if a creature is male or female, this flower, when brewed properly, will expand the drinker's butt and bust sizes. This flower is also known to cause many to be turned on by just a whiff, sending many who consume it into a heat.

  • +Ass Size
  • +Bust Size (3)
  • +Heat (xd20)

Wocap

Femmyco Ebonazura

Point Requirement: 25.

A large mushroom that usually grows in clusters in graveyards, Femmyco Ebonazura is known for it's large blue stem and deep black cap. The bottom of which has many tiny frills. When eaten, these mushrooms first appear poisonous, upsetting the stomach of those who eat them. However, when brewed properly, these mushrooms are able to completely feminize those who ingest them. Since then, this mushroom has sometimes been sold as a miracle cure for men who wish to take on feminine roles or to become women.

  • +Feminization
  • -Dick Size (3)
  • +Bust Size (3)

Bona

Ebonasap

Seemingly the opposite of the Wocap, Bona is a type of black tree sap that leaks off of Ebon Trees during the spring and summer. It's incredibly bitter taste is accompanied by a burst of energy. Before the settlers of Rederium came to Seostria, it was ritual for all women of the Swamp Pyromancer tribes to ingest a tea made of this, and to serve as the males in societal happenings.

  • +Masculinzation
  • +Dick Size (3)
  • -Bust Size (3)

Lilyc

Pinus Lychoalibidus

Point Requirement: 40

A large lichen that grows on cave walls, it is best identified by it's pine green glow. These large moss clusters are commonly used as main ingredients in "Love Potions", sending creatures into an immense heat that is almost impossible to resist.

  • +Horniness
  • +STR/AGI (+2) ((Time))
  • +Heat (70%) ((Time))

Black Cannis Root

Ebonoradicula

Point Requirement: 50

A deep black root with many spider like arms that stretch outward, these roots are coveted in black market sales for their extreme potency. Known to take 60 years to mature, Cannis Root is known to sell for upwards of 10,000 gold for just one sample. These roots are best known for their ability to almost any creature that ingests it, with poison stronger than The Blight.

  • Death. Potions made with this will kill any creature that is of size Gargantuan or lower, and that is not immune to poison.

Perks

Perks are features or abilities that you get as a character. These influence your abilities, by either giving you new actions, new roleplay traits, or other things. They range anywhere from learning blacksmithing, to having your magical power be influenced by your boob size.

All perks have 4 different tiers. Tier 1 Perks are the lowest, and cost 1 perk point to learn, while Tier 2 perks cost 2 perk points, tier 3 cost 3 perk points, and tier 4 cost 4 perk points. Most higher tier perks have prerequisites, which means that you need to know a different perk before them to be able to learn it. Perks can be swapped out during a level up.

Down below, perks are categorized by what they generally influence, then by tier, then sorted alphabetically.

Magic Perks

1st

Magic Novice

Choose 2 types of magic. One of these will be your Primary School, while the other will be your Secondary School. Make sure to note this for future reference, as many perks will reference Primary or Secondary schools.

You learn 5 spells of 3rd level or lower. 3 of which must be from your Primary School, while the other two may be from your primary or Secondary school. You are able to cast these spells by using MP.

Your spellcasting ability with these spells is dependent on your Primary School. The different Primary Schools have each associated ability score:

  • Arcane: Intelligence
  • Divine: Perception
  • Polymorph: Charisma
  • Shadow: Toughness

All spells casted by you use your primary school's stat.

Your spell save DC is equal to (10 + Spellcasting Ability Modifier + MP/5)

Your Attack Modifier to hit with attacking spells is equal to your Spellcasting Ability Modifier.

Chaos Magic I

Prerequisites: Does Not Have Magic Novice

Your magic is a more raw, untamed form of magic. You are not bound to limited schools of magic, however, your magic is known to fizz and crackle.

You may learn 7 spells from any school of magic 2nd level or lower.

You may choose Intelligence, Perception, Charisma, or Toughness to be your main spellcasting stat.

Your spell save DC is equal to (10 + Spellcasting Ability Modifier + MP/5)

Your Attack Modifier to hit with attacking spells is equal to your Spellcasting Ability Modifier.

Mana Sensitivity

You are sensitive to magical signals and the mana within living creatures. When you are within 10 feet of another creature, you are able to determine these things:

  • If They Can Cast Spells
  • If Their HP is higher than 100
  • If Their MP is higher than 10
  • If They are older than 1000
  • If the form they present with is their true form
  • If they are under the effects of any curses, or active spells
Mana Well

Your body is able to store more mana than your average person's. You gain an additional +7 to your maximum MP.

Magical Surge I

You are able to impart more magical essence for spellcasting than usual, however, this causes severe mental stress. As a reaction, you are able to regain 7MP, but you take 1d10 psychic damage.

Mystic Orbs

Your Bust/Dick size is somehow able to contain Mana! You gain an amount of maximum MP equal to your Bust/Dick Size stat. If your Bust/Dick Size stat raises, so does your MP, and if it decreases, so does your MP.

2nd

Magic Adept

Prerequisites: Magic Novice

You learn 5 spells of 5th level or lower. 3 of these must be from your primary school, while 2 can be from either your primary or secondary school.

Chaos Magic II

Prerequisites: Chaos Magic I

You learn 7 more spells, this time of 4th level or lower. In addition, you can cast all 1st and 2nd level spells without expending MP.

Dedicated Healer

All spells and effects that heal other creatures or yourself (Including Alchemy made by you) will heal them for 1.5x the amount of health. Meaning if you cast a spell to heal a creature for 10 HP, they instead regain 15HP.

Enchantment

You are able to imbue weapons with magical quality. Once during a long rest, you are able to permanently spend 5 of your Maximum MP to give a weapon or piece of armor an enchanted trait. You may discuss with your DM the different kinds, but down below are some examples:

+3 Equipment
The Equipment has a +3 to Damage and to Hit, or gives a +3 to AC.
Elemental
The Equipment deals two additional
damage die of Cold, Fire, or
Lightning damage, or the armor gives
resistance to that elemental type.
Vampirism (Weapon Only)
Damage made with this weapon heals
you for 1/4 of the damage dealt.
Thorns (Armor & Shields Only)
When you take Physical damage while wearing this armor, the attacker
takes 1/4 of the damage they dealt
in piercing damage.
Inner Light

You have a pool of HP you are able to give to others as a reaction. This pool is equal to your maximum MP, and as a reaction, you may heal yourself or another creature within 20 feet of you with this HP. This does not consume MP, and you can not heal creatures that are at 0HP. This pool regenerates at the end of each long rest.

Magical Concentration

You are able to deeply focus your mind on spells. Instead of only being able to hold Concentration on 1 spell at a time, you may hold concentration on an amount of spells equal to your Spellcasting Ability Modifier.

In addition, your concentration expands so immensely that you are able to take 3 reactions per round instead of 1.

Magical Surge II

Prerequisites: Magical Surge I

Once per day, you are able to draw on immense magical wells deep within your soul.

As a bonus action, you are able to regain 10MP. In addition, the next spell attack that you make will always be a critical hit.

You may use this ability again at the end of a long rest.

Mana Well II

Prerequisites: Mana Well I

Your body is extremely capable of holding large amounts of mana. You gain a +10 to your maximum MP score. (Not stacking with Mana Well I, you gain an +5 MP On top of Mana Well I)

Silent Spells

As long as you are not concentrating on any spell at the moment, all spells that you cast are completely silent, and do not emit any amount of noise or light. In addition, any verbal components required for the spell are not required during the casting of this spell while you have this perk.

Unworldly

Prerequisites: Does Not Have Worldly

You are resistant to Necrotic, Radiant, and Force damage.

Worldly

Prerequisites: Does Not Have Unworldly

You are resistant to Fire, Cold, and Lightning damage.

3rd

Magic Expert

Prerequisites: Magic Adept

You learn 5 spells of 6th level or lower. 3 of these spells must be from your primary school, while 2 may be from your secondary schools.

Armor Enchantment

Prerequisites: Enchantment

When you enchant Armor, instead of a +3 bonus, you may give it a +5 bonus to AC. In addition, all armor you enchant has the following benefits:

  • Wearers are Resistant to Non-Magical Piercing, Slashing, or Bludgeoning damage
Mana Well III

Prerequisites: Mana Well II

Your body is a perfect conduit for mana, like water for electricity. You gain 21 extra maximum MP. (Not stacking with other Mana Wells)

Weapon Enchantment

Prerequisites: Enchantment

When you enchant weapons, instead of a +3 bonus, you may give it a +5 bonus to attacks and damage. In addition, all weapons you enchant have the following traits:

  • Critical Hits deal 3x damage instead of 2x.
  • Weapons Critically hit on 18s, 19s, and 20s.

4th

Magic Master

Prerequisites: Mana Well II, Magic Expert

You learn 5 spells of 7th level or lower. 3 of which must be from your primary school, while 2 may be from your secondary schools.

Look But Don't Touch

Prerequisites: Mana Orbs

Your Bust Size stat now gives you double the amount of MP that it used to. In addition, if you ever take damage from a magical source, once per day you may negate that damage completely.

School Specialization

Prerequisites: Magic Novice

You are able to specialize completely into one school of magic. You gain the following attributes:

  • You cannot learn spells outside of one magical school.
  • Your Spell Save DC increases by 5.
  • Your spell attack modifier increases by 5.
  • You take half damage from spells of your school.
  • You can cast all 1st level spells and Cantrips from your school without having to know them.

Bust and Cock Perks

Cum = Milk

Any perk that affects Bust, especially lactation, also effects the penis! If you have both, you can pick which it effects, but characters with penises can lactate as well, it's just from the penis, and it's cum instead of breast milk, but both are effected by these perks!

0th

Hermaphrodite

You are able to have to have both sets of genitalia! Through magical, alchemical, or divine reasons. You may chose for your Dick or Bust size (whichever you don’t have) to become any number between 0 and 5.

You may not take this perk if neither your Bust or Dick size stat is at 0.

1st

Creamy Fountains

Prerequisites: Milk Maid

You produce 2x the amount of breast/cock milk as you usually do. This can stack with other abilities, racial modifiers, or conditions.

Free Assosciation

Your max MP goes up by half of your Luck score. If your luck score goes up, so does your max MP, and if it goes down, so does your MP.

Health Tanks

Your Cock/Breasts are able to somehow store healthy energy into your body. You gain a new formula for your HP, instead of the normal one:

  • HP = ((TOU Modifier) + (Bust Size) + (10)) x Level
Incredibly Big

Your assets are huge! Why not make them larger? You gain 3 points in either a Bust or Cock Size stat.

Magic Milk

Prerequisites: Milk Maid

Your breast milk is a magical catalyst for all sorts of energy. At the start of every day, you may choose which effect your Milk has. This replaces any other effect your Milk might have otherwise:

  • Drinking your Milk Restores 1 HP
  • Drinking your Milk Restores 1 MP
  • Your Milk Can Be Used as an Alchemical Catalyst, giving 25 points per use, with an affinity for Heat
Milk Maid

Your breasts are filled with milk, as if eternally pregnant. This lactation is almost always at will, and you are able to lactate enough for 10 bottles of Breast Milk per day. Drinking 1 bottle of milk is able to keep a creature nourished for 1 day. It takes 1 hour to milk yourself, or 10 minutes if someone is milking you. These bottles of milk are worth 1GP each, no matter what is changed about them or where you go.

Your breast milk tastes akin to coffee creamer, you may chose this to be Vanilla, Caramel, Hazelnut, or anything else you can think of. The flavor is incredibly sweet, and when drank, cures the Frightened, Paralyzed, or Silenced conditions. It also functions like coffee creamer, and can make black coffee taste amazing, if you're into that sort of thing.

Keep in mind that it is usually very embarrassing to milk yourself in public, and may not be seen as a natural or decent thing to do.

2nd

Ara, Ara~

You've gained a knack for being able to tell how other creatures are feeling. When you are within 10 feet of a creature, you can determine the following things:

  • If they are attracted to you
  • If they have a Heat Score above 50
  • If they are charmed or dominated by another creature
  • If they have a Perception, Wisdom, Charisma, or Toughness score higher than 12
  • If they seem "Coerced" to say or do what they are doing. (IE: Blackmail, Threat, etc.)
  • If they are pregnant
Dancer

You are able to imbue your charm into seductive or powerful dances. Spending 2 MP, you are able to use an action to do a dance. Creatures that can see you must make a Perception saving throw against either your spell save DC, or your Charisma score. On a failed save, that creature is Charmed by you, and will not attack you. Or, you may chose for it to be Taunted, and for it to only attack you.

In a non-combative state, you may use 1 MP to seductively dance for another creature. That creature must make a Perception saving throw (they may chose to fail) or be Charmed by you, and have their Heat stat increase by 20. They remain charmed in this way until you or an ally deals damage to them, or for 1 hour, whichever comes first.

Get By on Good Looks

Prerequisites: Bust/Cock Size 5<, or CHA 14<

You are able to strut your stuff well. Shopkeepers, Tavern Owners, or other creatures that can share attraction towards you are treated as Charmed when you speak to them. In addition, you have advantage on Charisma checks made with or against them. Finally, they will offer any small deeds that they can, free room and board, a free meal, small things like rations or a 10% discount, etc. etc..

These effects last until you appear threatening or damage these creatures.

Healthy Milk

Prerequisites: Milk Maid

Your Milk is heavily healthy, and is treated as a health potion. Whenever drank, creatures regain 3d6 HP.

Magical Milky Saturation

Prerequisites: Magic Milk

Your breast milk is a highly sought out compound for magical and alchemical needs. At the start of every day, you may chose for your breast milk to have 1 of the following bennefits.

  • Drinking your breast milk gives 2 HP
  • Drinking your breast milk gives 2 MP
  • Your Milk can be used as an Alchemical Catalyst, giving 35 points per use, with an affinity for heat.
More! Bigger! More!

Prerequisites: Incredibly Big

Oh lord- how can you even carry these? You gain another 3 points in either your Bust or Cock size stat.

3rd

Hooked on Life

Your mind is either very simple, or extremely complex. Nonetheless, you enjoy living for the sake of living, and you gain an amount of maximum HP equal to your Level x (Luck).

Inhuman Improvement

You are able to increase your abilities to insane levels. You gain 4 Ability score points that you may place into Strength, Agility, Toughness, Intelligence, Perception, or Charisma. With this perk, you may increase the score above 20, to a maximum of 22.

Irresistible

Prerequisites: Get By On Good Looks; Bust/Dick size 8<, or CHA 16<

You become extremely hard to ignore. Any creature that has the capacity to be attracted to you is so, and not much can stop it. This attraction is not innately sexual, as creatures that do not experience sexual attraction may find you extremely aesthetically attractive.

Nonetheless, these creatures are treated as Charmed, and will gift anything less than 50gp in worth per day. You may even hire one as a follower for free, but be warned, commoners only have 4 HP, and rarely have combat experience. This also improves all aspects of the Get By On Good Looks perk, in the way that creatures that are charmed by you are also considered Dominated by you.

This is the type of power that will make them kill their mothers' if you ask them to.

Siren's Voice

Your voice is able to melt the minds of others.

Whenever you speak to a creature that you have charmed, you may force them to make a Perception saving throw against your Charisma score. If they fail, you are able to have them dominated for 1 hour before they return to a neutral state. If they succeed, they are immediately no longer charmed.

In addition, you may spend 3 MP while talking to any creature that can understand you. If you do, that creature must make a Charisma saving throw against your Charisma score, or become charmed. Creatures that are actively hostile towards you have advantage.

4th

Muse

Prerequisites: Dancer

To use any of your Dancer perk traits, it only costs 1 MP.

In addition, you have perfected your art. Creatures that are not hostile towards you have disadvantage on all saving throws made against you to be Charmed, Frightened, Dominated, Taunted, or Enraged. This condition applies to all spells, other features, or abilities that you may have. You may describe this as your character using dancing or other crafts to enhance your abilities or spells. \columnbreak

Skill/Crafting Perks

1st

Aware

Prerequisites: PER 10<

You are aware of your surroundings and those that are in it. You gain the following passive benefits:

  • Any Roll that has to do with Sight, Smell, Taste, Touch, or Hearing is made with advantage
  • Creatures that roll below 15 on Stealth checks are spotted by you, instead of the normal 10
  • Surprise attacks are not critical hits when made against you
Blunt Weapon Specialist

You've learned the art of the mace. Whenever you deal more than average damage with a weapon that deals bludgeoning damage, you may add an additional damage die to the attack roll. In addition to this, you can use all weapons that deal bludgeoning damage, and you may add a +2 to all weapon attacks and damage if the damage type is Bludgeoning.

Brawler I

You've learned the art of the fist. You are able to use your hands just as well as anyone can use a sword. Whenever you make an unarmed strike, you deal 1d4 bludgeoning damage, and you may attack twice in one turn instead of once. This goes for Unarmed Strikes, and weapons that use the fists, such as Brass Knuckles.

Green Thumb

You have a knack for plants. Whenever you are collecting plant life or mushrooms, you gain double the amount of that plant or mushroom.

Internal Alchemy

Prerequisites: Milk Maid

You are able to cause your milk to emulate potions that you drink. Any potion that you drink that costs less than 100 points to make you are able to produce through your breasts instead of milk. You produce 5 bottles of it instead of 5, and you can not use these bottles to use the Internal Alchemy perk again. Besides that, they are functionally the same as the potion.

Merchant I

Prerequisites: CHA 10<

You know how to talk to those selling you things. Whenever you are selling things, you can sell them for 50% more than their gold price is listed. Whenever you are buying things, you can buy them with a 10% discount, no matter what the item is or who you are talking to.

Plunging Weapon Specialist

You've mastered the art of the spear. Whenever you deal more than average damage with a weapon that deals piercing damage, you are able to attack once again without adding your attack bonus to the roll. In addition to this, you can use all weapons that deal piercing damage, and you gain a +2 to all damage and attack roles as long as it is a melee weapon that deals piercing damage.

Signing

You're able to communicate without words with great expertise. Whenever a creature is looking at you, you are able to use your body language to communicate simple one-worded commands or ideas. This can be things like "Danger", "Run", "Treasure", "Food", or anything else you can come up with. The creature will understand exactly what you mean, even if you do not share a language.

2nd

Alchemist I

You know well how to mix ingredients to create masterful potions. You may chose 1 aspect, such as Fire, Cold, Heat, Healing, etc.. With that aspect, you are able to treat alchemy ingredients that do not have an Affinity as if they have an affinity for that aspect. The aspect may be any existing potion effect, or something that you discuss with your DM.

Blacksmith I

You are able to turn raw materials into weapons or armor for your liking. You gain the following passive bennefits:

  • You can not fail on Blacksmithing Checks
  • You are able to determine the tier of metal that you can see for longer than 1 minute
  • You are able to create weapons and armor with raw materials. Weapons take 3 chunks of metal, armor takes 5 chunks of metal. Anything else to make with blacksmithing may be determined by the DM, but 1 metal chunk is usually what something will cost if it is smaller than a weapon.
Brawler II

Prerequisites: Brawler I

You know even better how to strike with ferocity and strength. Your unarmed strikes now deal 1d6 bludgeoning damage. In addition to this, instead of making 2 attacks whenever you make an unarmed strike, you may make 3 attacks instead.

Heavy Armor Adept I

You know well how to use heavy armor to it's fullest. You gain the following bennefits when wearing heavy armor:

  • You do not suffer a movement speed decrease
  • You gain an additional +2 to AC
Merchant II

Prerequisites: Merchant I

You are now even better at talking to those and swindling people with money. You still sell things for a 50% increase in price, but you may now also buy anything from anyone at a 50% price decrease.

Natural Alchemy

Prerequisites: Internal Alchemy

Your breasts are now able to produce even more potent potions. Now, you may produce 1 more copy of any potion you drink if it is over 100 points in cost, instead of producing none at all. In addition, you may now produce 8 bottles of potions under 100 points instead of 5.

Oversized Weapons

Prerequisites: STR 10<

You are able to wield weapons made for the titans. You now may wield weapons that are bigger than you. You may wield any object that is size Medium or smaller as if it was a weapon with proficiency.

This perk will only be useful if you are already in possession of a weapon of this magnitude in the first place.

Paranoid

Prerequisites: Aware

In addition to the previous benefits from the Aware perk, you gain the following benefits:

  • You can not be surprise attacked by any creature that you are aware of, friendly or not
  • You can not be surprise attacked while sleeping
  • When you are surprise attacked by a creature that is hidden from you, you do not lose your turn. However, they still have advantage to hit you during their surprise round.
Shipwright

You were or are a sailor. You know your way around a ship, boat, or anything else that can float on water. You gain the following benefits:

  • You are able to pilot vehicles that move on water with proficiency
  • You have advantage to convince creatures that do not have this perk that you are a captain
  • You are able to pinpoint the damages or weak points on any ship or boat, and how to exploit or repair them
  • You have a 50% decrease in the price of renting, buying, or building a boat. (This can stack with Merchant)
Strength of a Hero I

Your strength grows to fit that more of those in the legends of old. You gain the following benefits:

  • Your Strength Score goes up by 1
  • Once per day, you are able to get up from 0 HP with 1 HP without having to make any life/death saving throws.

3rd

Alchemist II

Prerequisites: Alchemist I

You are now even more apt in the world of alchemy. You may chose a second affinity, that you can chose between whenever making potions. In addition to this, you have advantage on all rolls that have to do with Alchemy, Plants, Mushrooms, and Animal products.

Blacksmith II

Prerequisites: Blacksmith I

In addition to the previous effects of Blacksmith, you are gain the following benefits:

  • You may now create weapons with 1 chunk, and armor with 3 chunks of metal
  • You may now sell your weapons and armor for 50% more than they are worth. (This can stack with merchant)
Engineer

You know what to build, and how to build it. You gain the following benefits:

  • You are able to visualize building plans in your head if you have seen the building for more than 10 minutes, being able to determine if there are secret rooms, basements, attics, or other things as long as you have had visual contact with the building for longer than 10 minutes.
  • You are able to build structures without having to make any rolls for it, as long as you have the materials.
  • The cost of materials to build buildings is reduced by 50%. This does not stack with merchant.
Heavy Armor Adept II

Prerequisites: Heavy Armor Adept I

You are now completely proficient in the art of using heavy armor. You gain the following benefits:

  • You gain 5 movement speed while wearing heavy armor
  • Heavy armor does not cause disadvantages to Stealth or Acrobatics checks
  • When wearing heavy armor, you gain a +3 to AC
  • When wearing heavy armor, you are resistant to your choice of nonmagical Piercing or Slashing damage.
Merchant III

Prerequisites: Merchant II

You are now an extremely skilled merchant. You may now sell anything for double it's original cost, and buy anything from anyone at half of it's original cost.

Milk Factories

Prerequisites: Natural Alchemy Your breasts are now factories to produce potions, milk, and really anything else you ingest. Any non-magical liquid that you ingest can be produced instead of breast milk in 5 bottles. Any potion that costs under 150 points can be produced in 8 bottles. And any potion that you ingest that is over 150 points can be produced in 1 bottle. These bottles produced with your breast milk can not be produced again if drank, but are otherwise functionally the same liquid.

Poisoner

Prerequisites: Alchemist I

You now can create potions that have negative effects with double the efficiency. You can not fail on Alchemy checks having to deal with negative potion effects, and any negative potion effect you create have double the effectiveness (IE: Poison deals 1d6 poison damage, instead it deals 2d6; Poison gives weakness to Fire damage, it now gives double weakness to fire damage, etc.)

Strength of a Hero II

Prerequisites: Strength of a Hero I

You are what the myths speak of. You gain the following benefits:

  • Your Strength score goes up by 2, for a maximum of 22.
  • Once per day, you may get up from 0 HP with half of your maximum HP
  • Once per day, you may reduce the damage of a attack by half.

4th

Legendary Alchemist

Prerequisites: Alchemist II, Poisoner

You have learned the art of potion crafting, and have it mastered to the T. You may now treat any ingredient as if it has affinity for any effect, and all potions you brew have double effectiveness (Akin to Poisoner, except with all potions instead of just harmful ones.) In addition, whenever you create a potion, you may add an additional 50 points for free to the potion recipe.

Legendary Blacksmith

Prerequisites: Blacksmith II

You are now a master blacksmith, the kind where people travel months to just craft a sword from. You gain the following benefits:

  • All weapons and armor you create are treated as +1 weapons, even if they are not magical. This effect does stack with magical properties.
  • All Weapons and armor you create sell for 100% more (Stacks with Merchant).
  • You are considered to be an expert with any weapon that you create, meaning that if you create a weapon such as bow, no matter if you are proficient in Ranged Weapons or not, you may use the bow and add a +3 to all attacks and damage made with it. (In addition to the +1 property stated previously).

Action/Ability Perks

1st

Charge! I

You are able to use a forward charge to break enemy defenses! If you move more than 10 feet in a straight line before attacking a creature you have not yet attacked this round, you have advantage to hit and on damage rolls.

Dual Wielding

You are able to hold 2 weapons and use them both proficiently as long as they are single handed weapons. This can be anything from 2 Shortswords, to a Katana and a Nunchaku. You may add your weapon bonus to both weapons when attacking.

Force to Drink

Prerequisites: Bust Size 0<

You are able to force a creature to an exposed nipple to drink from it as long as you have the creature grappled. The creature can not resist you if you have this perk.

Freerunner

You are able to run with pure confidence in your safety and ability. You gain the following benefits:

  • You are able to climb surfaces that are less than 11 feet tall.
  • You are able to run along 15 feet of vertical wall
  • Your long jump increases to 10 feet in distance
  • You can not fail climbing checks made outside of combat
Kiai!

With one loud yell, you are able to empower your strikes with even more strength. Your weapons deal an extra amount of damage equal to your Charisma modifier (no less than 1).

Pack Mule I

Your carry weight is increased by your Strength Score divided by 3 (No less than 1).

Shield Me! I

You are able to hide behind cover or other people with speed. If you are within 5 feet of cover or another person, you may expend 1 MP to hide behind them. Hiding behind a creature causes that creature to take all the damage from an attack instead. Hiding behind cover causes the cover to become useless after the attack.

Furious Blows

Prerequisites: Qi

You are able to strike with high velocity and speed. You may expend an amount of Qi points of your choice (maximum of 3) to make that many additional attacks. If you expend 1 Qi, you make 1 additional attack, 2 is 2 more, so on so fourth.

Gaze Past The Elements

Prerequisites: Qi

You are able to perceive past illusion and stealth. You may expend 1 Qi point to gain 120 feet of truesight for 1 minute. Truesight allows you to see the true forms of all creatures, be able to see all creatures in the range (No matter if they are obscured or not), and to be able to determine if a creature is possessed or not.

Meditation

Prerequisites: Qi

Once per day, you are able to enter a combat meditation state. By controlling your breaths, and moving with liquid fluidity, you are able to turn 5 MP into 5 Qi once per day.

Qi

You are able to channel your very soul to help your fighting spirit. You gain an amount of Qi points equal to your Toughness modifier. These points are able to be spent on other perks to use extreme combat abilities. Your Qi points regenerate at the end of each long rest.

2nd

Charge! II

Prerequisites: Charge I

Once per combat, once you move more than 10 feet in any straight direction, you may critically hit a creature that you attack without needing to roll to hit.

Distraction

Prerequisites: CHA 10<

You are able to make yourself look easy to attack, forcing other's around you to hit you. You may expend 2 MP to have a creature that you can see gain the Taunted condition until they hit you or until combat ends.

Dodge I

Prerequisites: AGI 10<

You are able to focus on dodging an attack. As an action, you are able to expend 1 MP to prepare yourself to dodge an attack. Moving with extreme speed, you are able to use your reaction to completely dodge an attack made against you.

Double Tap

When using a ranged weapon, you may attack twice instead of once.

Dual Attack I

When using a melee weapon, you may attack twice instead of once.

He Who's Blade is The Elements I

Prerequisites: TOU, PER, INT, or CHA 12<

You are able to use your mana to transfer energy into your weapon. As a bonus action, you may expend 3 MP to give your weapon an elemental effect. This effect can be Fire, Cold, or Lightning. When dealing damage with this weapon, the damage is considered magical, and you deal an additional damage die in the elemental damage.

Heavy Dual Wielding

Prerequisites: Dual Wielding, STR 10<

You are able to hold 2 2 handed weapons as if they were single handed weapons when dual wielding.

Intimidate I

Prerequisites: CHA 10<

You are able to attempt to strike fear into your enemies. If a creature is not larger than you, you are able to spend 1 MP to force it to make a Perception saving throw against your Strength or Charisma score, whichever is higher. On a failed save, they are frightened of you for 1 minute.

Kite

Prerequisites: Dodge I, Shield Me! I

You are able to combine both aspects of dodging into one annoying dodge. Whenever you are to use the Dodge ability, you may chose to also throw another creature that is within 5 feet of you into the direction of the attack. If the creature is not willing, you may may contesting Strength checks. In addition, after your Dodge reaction, you move 5 feet in the opposite direction of the source of the attacker.

Naturally Sneaky

Prerequisites: AGI 10<

You are naturally quiet, able to blend in with the shadows and to stay out of sight without trying. When you are not actively attacking a creature, or moving more than 10 feet in a turn, then you can not be spotted by creatures who do not have the Aware perk, or with a Perception lower than 13. In addition, you have advantage on Stealth checks made against creatures that are not yet aware of your presence.

Pack Mule II

Prerequisites: Pack Mule I

Your Carry weight increases again by your Strength Score divided by 3.

Second Wind I

You are able to take in one deep breath, shaking off the pain of any wounds you have received. Once per day, you regain an amount of D10's equal to your level in health.

Shield Me! II

Prerequisites: Shield Me!I

Instead of taking full damage, you may chose for creatures who you use as shields to take half damage instead.

Snipe I

You are able to line up a shot, spending 1 action beforehand to line up a ranged weapon attack. The next time you make a ranged weapon attack, it is a critical hit, regardless of your attack roll.

Counter I

Prerequisites: Qi

You are able to stand strong, taking all physical damage from a source, before sending it back in double. Spending 1 Qi point, you may bide all damage you take until the start of your next turn. Then, on your next successful attack, you deal that amount of damage back to the creature.

Imbue With Qi

Prerequisites: Qi

You are able to imbue your unarmed strikes with flowing Qi energy. You may spend 1 Qi point to turn your unarmed strike damage type into Radiant, in addition to dealing 1 more damage die than it normally deals.

Qi Bolt

Prerequisites: Qi

You are able to conjure a bolt of pure Qi energy, throwing it at enemies to attack not just their bodies, but their souls as well. You may spend 2 Qi points to make a ranged attack against a creature within 180 feet of you. The attack uses Toughness as it's attack stat. On a hit, the bolt deals 5d6 radiant damage.

Rapidfire Kick

Prerequisites: Furious Blows

Instead of only punching, you are able to add kicks into your Furious blows. Kicks deal 1d8 bludgeoning damage instead of the damage dealt by unarmed strikes.

3rd

Dodge II

Prerequisites: Dodge I

You are able to now prepare the Dodge ability as a bonus action, instead of a full action.

Double Tap II

Prerequisites: Double Tap I

You are now able to attack 3 times with a ranged weapon, instead of once.

Dual Attack II

Prerequisites: Dual Attack I

You are now able to attack 3 times with a melee weapon, instead of once.

He Who's Blade is The Elements II

Prerequisites: He Who's Blade is The Elements I

Your weapon gains an effect dependent on the element you chose to imbue it with.

Fire:

  • The Weapon Deals Double Fire Damage
  • All Damage Made With The Weapon is Fire
  • Enemies Struck with this weapon that take more than 50 damage in one turn suffer the Burned Condition.

Cold:

  • The weapon deals 2 more damage dice of Cold damage, for a total of 3 damage dice that are Cold
  • Creatures struck with this weapon lose 25 movement speed until the start of their next turn.

Lightning:

  • The weapon deals double damage to creatures wearing or holding metal
  • The weapon gains 1 more damage die of Lightning damage
  • The every time you deal damage with the weapon, you gain 1 MP
Intimidate II

Prerequisites: Intimidate I

There is now no size limit to creatures you can intimidate. In addition to this, creatures that are your size or smaller have disadvantage on the saving throw.

Naturally Sneaky II

Prerequisites: Naturally Sneaky I

When you are not actively attacking or moving more than 15 feet in one turn, you are not detectable by a creature that has not spotted you without the Aware trait, or a Perception score lower than 16. In addition to this, whenever you make an attack against a creature that does not know of your location, you critically hit, and you may roll a stealth check without advantage to determine if you are still hidden after the attack or not.

Pack Mule III

Prerequisites: Pack Mule II

Once again, your carry weight increases by your Strength Score divided by 3, no less than one.

Second Wind II

Prerequisites: Second Wind I

You may use your Second Wind ability twice per day instead of once. In addition, if you restore less than 50 health, you may chose to restore 50 health instead.

Snipe II

Prerequisites: Snipe I

Instead of applying to one attack, Snipe will apply to all ranged attacks made on your next turn.

Counter II

Prerequisites: Counter I

When using your counter ability, you deal double damage instead of the same amount of damage dealt to you.

Finishing Blow

Prerequisites: Qi When you obtain this perk, you gain the innate sense of if a creature is at or below 10HP.

Once during combat, if you spend 1 Qi point, no matter if it is your turn or not you may expend a free action to instantly finish a creature within 10 feet of you.

Soul Stealing Strikes

Prerequisites: Imbue With Qi

When attacking a creature while your attacks are imbued with Qi, you regain an amount of health equal to the radiant damage that you deal.

4th

Rain of Ammo

Prerequisites: Double Tap II

When using a Ranged Weapon, you may attack 4 times instead of 3. Or, you may instead chose to fire a Hail of Thorns for 1 MP. All creatures in a 15 foot cube of your choice within range of your weapon must make a Agility saving throw against your attack roll. On a failed save, they each take damage, or half as much on a successful save.

4 Finger Technique

Prerequisites: Finishing Blow

When you obtain this perk, you gain the innate sense of if a creature is at or below 100HP.

Once during combat, you may force one creature with less than 100HP to make a Toughness saving throw as a bonus action. On a failed save, the next time you make an unarmed strike against that creature, it's heart explodes, and it dies.

Gaze of Woe

Prerequisites: 4 Finger Technique

All creatures that witness the 4 Finger Technique become frightened of you if able. In addition to this, any creature that is frightened by you has disadvantage to hit you, a movement speed of 0, and takes 3d10 psychic damage every time they start or end their turn within 30 feet of you.

Resistance & Immunity Perks

1st

Brace

Prerequisites: TOU 10<

You have learned how to brace for oncoming impact. As an action, you are able to shield the weak parts of your body in a Brace. If you take damage while bracing, you only take 50% of the damage.

Elemental Affinity I

Prerequisites: At Least 1 Spell Known

You may chose one elemental type: Fire, Cold, Lightning, Poison, or Acid. You are resistant to that elemental damage type.

Fated Form

You may chose one race, as long as it is humanoid in nature. This can range from the Do-Cek, Human, Rabbitfolk, or what have you. When transformation effects hit you, like polymorphing or potions, you may roll 1d20. On rolls above a 10, instead of the effect turning you to what is was supposed to, you instead begin to turn towards your fated form. If you are already your fated form, this feature has no effect.

Incredibly Lucky

Prerequisites: LUC 10<

Your luck passes on to everything you do! Your LUC stat modifier now adds to rolls that you have no modifiers, and negative modifiers in.

Resistance to Change I

You have advantage on all checks to resist potions or spell effects that have to do with transforming or polymorphing you.

2nd

Elemental Affinity II

Prerequisites: Elemental Affinity I

The you receive the following benefits depending on which element you chose:

Fire:

  • You are Immune to Fire Damage
  • You are Immune to the Enraged Condition
  • You are Immune to the effects of extreme heat (EG: Standing Near Lava, or In a Heat Wave)

Cold:

  • You are Immune to Cold Damage
  • You are Immune to the Frostbite Condition
  • You are Immune to the effects of extreme cold (EG: Being in a Blizzard, or at the top of a mountain.)

Lightning:

  • You are Immune to Lightning Damage
  • You are Immune to the Paralyzed Condition
  • You can not be knocked back or moved by spells

Poison:

  • You are immune to Poison Damage
  • You are immune to the Poisoned Condition
  • You are immune to all non-transformative Diseases and Parasites

Acid:

  • You are immune to Acid Damage
  • You are immune to the Toxic Condition
  • Weapons you wield can not be corroded, rusted, or otherwise destroyed while you hold them.
Endure I

You are able to endure a powerful strike made against you. For an amount of times equal to your TOU modifier (No less than 1), you may use a bonus action to Endure. While enduring, you take half damage from all attacks from physical sources.

Final Form

Prerequisites: Fated Form

When you transform into your fated form, you are able to utilize all of the benefits of turning into that species without having any of the disadvantages. You gain the following benefits when you are your Fated Form's race:

  • If the race has a "-" to any Ability Score, you can treat it as if it does not
  • If the race gains an additional movement speed (Flying, Digging, etc.), you gain double that movement speed
  • You are able to resist the effects of Permanent Heat. If the race has a permanent heat, you may treat it as if it does not.
  • You gain a +1 to your INT, PER, and CHA while you are your fated form.
Resistance to Change II

Prerequisites: Resistance to Change I

While having advantage to all transformative and polymorphing effects, if you are unaware of a spell or potion that will transform you, you are able to completely negate it's effects once per day. In addition, you gain a +2 to your TOU as long as you are the same race as you were when you originally picked up the perk Resistance to Change.

Superb Luck

Prerequisites: Incredibly Lucky, LUC 12<

Your luck reaches beyond that of questionable superstition. Now, your LUC modifier extends to all rolls you make.

3rd

Endure II

Prerequisites: Endure I

Instead of taking half damage from physical sources while enduring, you instead take no damage while enduring.

Eternal Youth

You are almost immune to the effects of age. Your lifespan is multiplied by 1000, and you will never look older than a chosen age when you chose this perk. In addition, your body will never grow frail, and you will never deteriorate. If you are to die from sources other than age, your body will never decay.

The Fool

Prerequisites: Superb Luck, LUC 16<

Your luck is now a region-wide known thing. You could fall down a waterfall blindfolded, and not receive a scratch. Your LUC modifier is doubled and added to all rolls.

4th

Immortality

Prerequisites: Eternal Youth

You can not die from age, and have no lifespan in addition to all other benefits from Eternal Youth.

In addition to this, if you are ever to die from outside forces, such as a monster, you are able to get up with 1 HP once per day. If you are to die again after this, your character's soul leaves all planes of existence, and is erased from reality.

Archetype Specific Perks

The Knight

Combat Roll

Tier 2 Perk

You gain a well of 3 "Stamina" points at the start of each day. During combat, if you see an oncoming attack, you may use your reaction and 1 stamina point to do a dodge roll. When doing a dodge roll, you move 5ft. To the left or right, and your AC becomes an 18, no matter what it was before.

Light Weapon Expertise

Tier 2 Perk

Due to your specialization in light weapons, you gain the following benefits whenever using a weapon that uses DEX:

  • 19's and 20's Crit
  • You cannot roll a 1 on damage die
Light Armor Expert

Tier 3 Perk

Coming with your experience as a knight, you gain the following benefits whenever wearing light armor:

  • You gain 1 Temporary HP whenever you don Light Armor for the first time that day
  • Whenever wearing Light armor, you gain an additional +2 to your AC
  • When wearing light armor, you gain resistance to non-magical bludgeoning damage
Conditioning

Tier 1 Perk

Prerequisites: Combat Roll You gain an additional 5 Stamina points. In addition, during combat, you may spend 1 stamina point as a reaction to double your movement speed until the start of your next turn.

Reactive

Tier 1 Perk

Prerequisites: Combat Roll As a free action, you may spend 1 Stamina point to gain a second reaction.

The Archer

Ranged Weapon Specialist

Tier 1 Perk

You've mastered the art of the projectile. Whenever you deal more than average damage with a weapon that is Thrown or has a Range, your next attack will always critically hit. In addition, you can use all weapons that have a Ranged Property, and you gain a +2 to damage and to hit, as long as the weapon you are using has a range.

Vantage Point

Tier 1 Perk

You've mastered the ability of raining down onto your targets. Whenever you fire a ranged weapon at a creature that is at a lower altitude than you are, you gain advantage to hit.

Hellfire

Tier 3 Perk

You've mastered the ability of conjuring mana into your weapons. Whenever you fire a ranged weapon, before you roll to attack, you may expend 2MP to add the Hellfire condition to your projectile. The weapon will deal an additional 2 dice of fire damage, and the target is inflicted with the Hellfire condition for 1 minute.

Bow Expertise

Tier 2 Perk

Prerequisites: Ranged Weapon Specialist You shrug off any thought of modernity. Traditional weaponry has always worked, it won't stop now. Whenever making a ranged attack with a Bow, you may expend 2 MP to land a critical hit. In addition, all attacks made with Bows have an additional +2 to damage and to hit.

Gun Expertise

Tier 2 Perk

Prerequisites: Ranged Weapon Specialist You embrace modernity, newer is always better. Whenever making a ranged attack with any type of Gun, you may make an additional attack. This stacks with Double Tap. In addition, all attacks made with Guns have an additional +2 to hit and to damage.

The Thief

Nimble Fingers

Tier 2 Perk

You've learned how to slide your hands in ways that nobody has ever seen. Whenever you roll to pickpocket or reverse-pickpocket someone, add a +10 to your roll.

2nd Story Work

Tier 2 Perk

Able to climb buildings, you gain a flat climbing speed of 15ft.. In addition, when taking fall damage, you may reduce the damage by half.

Silent as The Wind

Tier 2 Perk

Your footsteps never make a sound. At any time, you may expend 3 MP. For the next hour, you do not leave behind footprints, can not be heard by creatures further than 5ft. From you, and you gain a +10 to all Stealth checks.

Assassination

Tier 3 Perk

You've learned how to wait patiently, and when to find the perfect moment to strike. When making the first attack during any combat, the attack will always critically hit. In addition, instead of double damage, you deal triple damage.

The Bard

Song of Valor

Tier 1 Perk

You've learned how to sing a song of might. As a reaction, Using 1MP, all attacks made by you and your allies have advantage to hit. This effect lasts until the start of your next turn.

Song of Health

Tier 2 Perk

You've learned how to sing a song of health. As a reaction, Using 3MP, you and all allies gain 4d10 HP.

Song of Blight

Tier 3 Perk

You've learned how to sing a song of decay. As a reaction, Using 5MP, one enemy takes 5d8 necrotic damage. If they are a humanoid, they take double damage.

Song of Darkness

Tier 1 Perk

You've learned how to sing song of darkness. As a reaction, using 1MP, you are able to shroud an area in complete darkness. Choose one area within 60ft. Of you, a sphere that is 30ft. In diameter appears, completely blinding all creatures inside of it, and shrouding the view of all creatures outside of it.

The Dualist

No Retreat

Tier 1 Perk

Choose one enemy within 30ft. Of you that can see you. Using 1 MP as a bonus action, you can force that creature to make a PER save against your AC. On a failed save, they are unable to leave within 30ft. Of you for the next minute, or under your remove the effect as a reaction.

Pain Split

Tier 3 Perk

You may use this perk whenever you are fighting one enemy, or when a creature is affected by No Retreat. Using a bonus action, and 3MP, you can inflict psychic wounds against a creature. For the next minute, every time they deal damage to you, they take half the amount of damage in psychic damage.

Fair Fight

Tier 3 Perk

You may use this perk whenever you are fighting one enemy, or when a creature is affected by No Retreat. Using a bonus action, and 5MP, you may force one creature that can see you to make a TOU saving throw. On a failed save, their Max HP becomes 1, and they gain all health lost in Temporary HP. For the next hour, they can not gain Max HP, and they can not gain Temporary HP.

Dueling Expertise

Tier 2 Perk

You've mastered the art of one-handed weaponry. Whenever you make an attack with a weapon that only uses one hand, you gain a +3 to hit and to damage. In addition, when making weapon attacks with a weapon that uses one hand, you land critical hits on both 19's and 20's.

The Paladin

Aura of Justice

Tier 2 Perk

You emit a constant aura of courage and justice. You become immune to being Frightened, Enraged, and Submissive. In addition, whenever you are fighting Tentacled Horrors, Dragons, Fey, Undead, or Fiends, you have advantage on all attacks for as long as you are in combat.

Bastion

Tier 3 Perk

Your shield covers your whole body, both figuratively and literally. Whenever you are wielding a shield, you gain double the amount of AC that it would provide normally. In addition, when wielding light shields, you may use a two handed weapon while wielding a light shield with no penalty.

In My Spirit

Tier 4 Perk

Your body becomes immune to the forces of evil around you. You are immune to disease and poison damage. In addition, you are immune to all conditions except for Heat and Hypnosis. Whenever a condition would be inflicted on you, you instead take 5 psychic damage.

Holy Sight

Tier 2 Perk

Your eyes have been blessed by the divines. You are able to see through darkness as if it was bright light. In addition, whenever you are looking at a Fiend, Undead, Slime, or Dragon, you are able to see it's true form.

The Maid

Carry

Tier 1 Perk

Your inventory size increases by 8.

Sweep

Tier 2 Perk

When attacking with a weapon that uses STR, you may choose to make a different kind of attack than a standard attack. Using an action, you instead can make a "Sweep". When making a sweep, roll 1d20 with no modifiers to hit all creatures within 5ft. Of you. On a hit, all creatures within 5ft. Of you take equal damage. On a miss, you miss all attacks.

Bundle I

Tier 1 Perk

When taking a long rest, you can "Bundle" your items together. Bundles can hold up to 6 items, and only take up one inventory slot. All items in a bundle can not be taken out unless the bundle is broken. A bundle takes 1 minute to break, allowing access to the items inside.

Bundle II

Tier 2 Perk

Prerequisites: Bundle

Your bundle size increases to 12.

The Brute

Brutal Blow

Tier 1 Perk

When making a melee attack against a creature that is equal size of you or smaller, you may use this perk. None of your damage dice can roll a 1. If any of your damage dice do roll a 1, then you may re-roll it. If you make a critical hit, then you may treat a maximum of one of your damage dice as if it rolled it's highest (For example, a d10 = 10).

Tough

Tier 2 Perk

You are able to enter a state of endurance. Using 2 MP, for 1 minute, you gain resistance to all non-magical damage.

Shred

Tier 2 Perk

You may use this perk whenever you land a critical hit. After hitting a critical hit, you may expend 1 MP. If you do, you deal maximum damage, instead of having to roll for damage.

Guard Break

Tier 3 Perk

Your strength beats even the most guarded of creatures. When making an attack against a creature that is wearing armor, or has a shield, you may instead treat their AC as if it were a 10.

The Engineer

Sentry Turret

Tier 1 Perk

You are able to deploy a small arcane turret that can assist you in combat. Using a bonus action and 2 MP, you are able to summon a small turret within 15ft. Of you in an unoccupied space. It starts it's turn after your turn, and on it's turn, it attacks the nearest hostile creature within 60ft. Of it. It's attacks always hit, and deal 2d10 force damage per attack. The sentry has an AC of 15, and 10 HP. This turret lasts for 1 minute, before it disappears.

Wall

Tier 1 Perk

Using your arcane knowledge, you are able to erect a one-way wall of force. Using 2 MP, you can summon a large wall of force that blocks all projectiles coming from one direction, but allows projectiles through another. You may choose which side is which. The wall can be at most 30 feet tall, 30 feet long, and 5 feet wide. The wall has 100 HP, and an AC of 8. The wall lasts for 1 minute, then disappears.

Last One Standing...

Tier 3 Perk

Using your imaginative prowess, you are able to summon a large flamethrower turret accompanied by a shield. Using 5MP, you are able to summon a large turret. This turret has a range of 20ft., and starts it's turn after your turn. On it's turn, it will attack the nearest hostile creature that has the most HP. It's attacks will always hit, and on a hit, it deals 5d8 fire damage. The turret has an AC of 18, and 150HP. In addition, a force-field, exactly the same as the kind from the Wall perk is summoned around the turret in a bubble. Both the Turret and the Wall will last for 1 minute, before disappearing.

Firearm Aptitude

Tier 2 Perk

You gain proficiency in Ranged weapons if you don't have it already. In addition, whenever you use a Ranged Weapon, you may use STR as it's stat instead of whatever stat it used to have.

The Cleric

Toll The Bell

Tier 2 Perk

Casting an illusory bell far above, you are able to heal those around you. After expending 2 MP as an action, you may choose up to 10 creatures within 60 feet of you. Those creatures heal for 5d6 HP, and are cured of any disease.

Holy Strike

Tier 3 Perk

The weapons you wield are blessed by angelic might. All weapon attacks you make deal an additional damage die of radiant damage. In addition, all weapons you wield are counted as magical weapons.

Battle Healer

Tier 3 Perk

You've learned how to cast healing incantations with haste. All spells that heal creatures that use an action, instead use a bonus action for you.

Miracle

Tier 4 Perk

Blessings of the holy ones grant you strength. Whenever you reach 0 HP, you lose all MP, and gain full HP. This perk only works if you have at least 10 MP.

Pyromancer

Tier 1 Perk

Prerequisites: Does Not Have Magic Novice

You cast spells through your soul. Whilst interacting with mana, your spells are learnt through force of will instead of practice. Instead of learning spells the typical way, you may learn any spell of any level at any time. However, when you learn a spell, you lose Max HP equal to the level of that spell. You may learn or unlearn any spell at the beginning of a long rest. If you unlearn a spell, you regain the amount of Max HP that you lost from learning it.

The Seductress

Social Magic Expertise

Tier 1 Perk

You've learned your ways around most magical nuances. Whenever casting spells that do not deal damage, they cost 3 less MP. Whenever casting spells that do deal damage, they cost 2 more MP.

Social Magic Mastery

Tier 2 Perk

Prerequisites: Social Magic Expertise

You've mastered your ability to cast social spells with ease. Whenever casting a spell that doesn't deal damage, it costs 6 less MP. Whenever casting spells that do deal damage, they cost 4 more MP.

Spell Extension

Tier 1 Perk

Whenever casting a spell that has a duration, the duration is doubled.

Social Magic Genius

Tier 4 Perk

Prerequisites: Social Magic Mastery

You have become a social magic prefect. Whenever casting a spell that doesn't deal damage, it costs 12 less MP. Whenever casting spells that do deal damage, they cost 8 more MP.

Vampiric

Tier 2 Perk

You've learned how to sap away people's life-force through your magic. Whenever casting a spell that does not deal damage, you may choose if targets of the spell take 3d6 necrotic damage. This damage does not make the spell count as a "damage dealing spell".

The Tactician

Arcane Determination

Tier 1 Perk

You've learned how to use the weaves of mana to learn about your enemies. Whenever casting an Arcane spell, you may choose one creature within 30ft. Of you. You learn that creature's HP, AC, and MP.

Battle Tactics

Tier 2 Perk

With a mixture of combat experience and magic, you've learned how to use mana to keep your footing in a fight. As a reaction, you may expend 3 MP to give yourself 30 feet of movement speed, +3 to your AC, and a +3 to all saving throws until the beginning of your next turn. You may use this additional movement speed to move during the reaction you use this perk.

Quick Thinker

Tier 3 Perk

You've learned how to get every bark during a battle. Whenever a creature uses a spell attack, or otherwise any ranged attack that isn't a part of their body/a weapon within 30 feet of you, you may use your reaction to cast a spell.

Flickering Flame

Tier 1 Perk

Your burning soul imbues your magic with great strength. All Shadow spells that you cast count as Arcane for the sake of perks. In addition, all Arcane spells you cast gain a +1 to hit, to damage, and to their Spell Save DC.

The Sage

Crystal Obsession

Tier 2 Perk

Arcane crystals begin to grow along your body, granting you the following benefits:

  • You are resistant to Cold & Necrotic damage
  • When not wearing heavy armor, you gain a +2 to your AC
  • If a spell that you are casting does not deal Cold/Necrotic damage, the damage type is changed to Cold.
Crystal Mind

Tier 3 Perk

Your mind begins to infest with small crystal shards. You gain the following benefits:

  • When casting spells that deal Cold or Necrotic damage, you gain 1 Temp HP.
  • You are immune to being frightened or charmed
  • Spells that you cast that deal Cold or Necrotic damage cost 1 MP less
Crystal Explosion

Tier 4 Perk

Able to impart your soul into a crystalline matrix, your body becomes a living bomb. Once per day, you may spend 8 MP to gain the following benefits:

  • Your Max HP becomes 1, while all HP lost becomes Temp HP
  • You can not be healed, nor gain Temp HP from sources other than yourself
  • You are immune to Cold and Necrotic damage
  • Every time you take damage, all creatures within 5ft. Of you take an equal amount of Necrotic damage
  • Every time you expend 1 MP, you gain 1 temp HP
  • Once your body loses all Temp HP, a large explosion erupts around you. All creatures within 15ft. Of your body must make a AGI save against your spell save DC. On a failed save, they take 8d8 necrotic damage, or half as much on a successful save. These effects last until your body is downed, or you take a long rest. Once these effects end, your soul returns to your body. Your body regains all Max HP, and loses all Temp HP.
Timeless

Tier 1 Perk

You are not affected by age like mortals. Instead, your skin glows and hardens as you age, becoming more crystalline. You may choose one kind of gem that your body resembles, to determine color, shape of growths, etc.. In addition, you no longer suffer from the negative effects of old age, as crystals preserve all positive aspects of your body. Finally, you gain a +1 to your AC as long as you aren't wearing armor.

The Wizard

Multi-Caster

Tier 1 Perk

You are able to learn spells from all spell lists, in addition, whenever you learn spells from perks, you are not restricted in which magic types you are able to choose from.

Elemental Master

Tier 2 Perk

You've learned how to impart all elements into your spells. Whenever casting a spell that deals Fire, Cold, Poison, Acid, or Lightning damage; you are able to add 1 extra damage die of a separate element of your type.

Mosaic

Tier 3 Perk

Whenever you cast a spell that deals more than one damage type, add one damage die for both damage types.

Signature Spell

Tier 4 Perk

You've mastered a spell to the point where casting it becomes deft to your hands. You may choose one spell that is 3rd level or below. You may cast this spell without expending any amount of MP.

Arcane Feed

Tier 2 Perk

Your abilities to interact with mana grow past simple spell-casting. Whenever a creature dies by your hand through a spell that you casted, you absorb their mana. You gain an amount of MP equal to their maximum HP divided by 15, no less than 1.

The Missionary

Divine Change

Tier 1 Perk

You are only able to learn spells from the Divine or Polymorph spell lists. In addition, whenever casting a spell from the Divine or Polymorph spell lists, you gain 1d10 HP.

Genetic Alteration

Tier 4 Perk

Whenever you cast a Polymorph spell that has a duration, you may spend an additional 5 MP. If you do, the effects of the spell are always permanent.

Endokeraunic

Tier 2 Perk

Your body acts as an internal generator, producing electricity at high voltages. You gain the following benefits:

  • You become immune to lightning damage
  • Whenever you take lightning damage, instead of taking damage, you heal for twice as much
  • You are able to target yourself with any spell that deals lightning damage In addition, whenever you gain health through lightning, you gain the following benefits until the start of your next turn:
  • Your AC increases by 1
  • Spells that deal lightning damage have advantage to hit
  • Creatures who try to make a melee attack against you take 2d8 lightning damage

Spells

Arcane Spell List

Arcane magic is defined into hard rules known as "Spells". Arcane magic was origionally developed by Grandmaster Qip, the headmaster of The College of Tendriths. After The Scourge came to Seostria, students of Tendriths focus shifted from medicine and healing towards alchemy and the arcane. Grandmaster Qip slowly became more and more reclusive, while students started to grow strange growths on their bodies commonly dubbed "Crystals". Arcane magic, despite being glorified as 'standard magic', is actually the most parasitic of the five magic types. Spells are written mathmatically, each having a very specific algorithm and path on how to weave mana into a spell. Arcane magic is the most difficult of the four castable magics, as mana tries to resent being converted into arcane magic.

Cantrips (0 Level)
  • Candlelight
  • Decay
  • Ethereal View
  • Ice Shard
1st Level
  • Charm
  • Crystal Glaive
  • Dispell
  • Mute
2nd Level
  • Blindness
  • Icicle Flashsword
  • Mana Rot
  • Strange Solution
3rd Level
  • Crystal Shield
  • Crystal Weapon
  • Fear
  • Rage
4th Level
  • Counterspell
  • Crystal Darts
  • Simplify
  • Yawn
5th Level
  • Calm
  • Fly
  • Ice Beam
  • Sleep
6th Level
  • Animate Dead
  • Chill
  • Control Weather
  • Hypnosis
7th Level
  • Crystal Soul Stream
  • Grandmaster Qip's Flash Fire
  • Grandmaster Qip's Flash Freeze
  • Humanity

Candlelight

Spell Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 40ft.
  • Components: V
  • Duration: 1 Hour

Summon a small ball of light. This ball emits 10 feet of bright light, and 30 feet of dim light. This ball of light can float next to you, or can stick to an object of your choice for the spell's duration.

Decay

Spell Cantrip


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

Touch a body or plant. It rapidly decays, leaving behind no evidence of it's existance.

Etherial View

Spell Cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: 1 Minute

You open your mind, able to see past the basic 5 perceptions. You gain 30ft. of truesight, able to perceieve things that are invisible, or hiding in the etherial plane.

Ice Shard

Spell Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 25ft.
  • Components: V
  • Duration: Instantaneous

A small shard of frost flies forward into a creature within range of the spell. On a hit, the target takes 3d4 cold damage.

At 6th level, the damage increases by 2d4. Then again at 11th, and 17th level.

Charm

1st Level Spell


  • Casting Time: 1 Bonus Action
  • Range: 30ft.
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

Choose one creature that can see you within the spell's range. That creature must make a CHA save. On a failed save, they gain the Submissive condition.

Crystal Glaive

1st Level Spell


  • Casting Time: 1 Bonus Action
  • Range: 40ft.
  • Components: V, S
  • Duration: Instantaneous

You throw forward 2 arcane glaives. These glaives can hit the same target, or two seperate targets. Make a ranged spell attack for each glaive. On a hit, the creature takes 2d6 cold damage for each glaive.

For each level casted above 1st, you may throw another Glaive.

Dispell

1st Level Spell


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

You touch one creature or object affected by a long-term spell or curse. That spell immediately ends. You gain MP equal to the level of spell that was dispelled.

Mute

1st Level Spell


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

Choose one creature within range of the spell. That creature must make a PER save. On a failed save, they become Silenced, and cannot speak in any way. This includes the "V" part in any spell component.

Blindness

2nd Level Spell


  • Casting Time: 1 Bonus Action
  • Range: 30ft.
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

A bolt of dark energy flies towards a creature that you can see. That creature makes a PER save against your spell save DC. On a failed save, they are blinded for the spell's duration.

Icicle Flashsword

2nd Level Spell


  • Casting Time: 1 Reaction
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

A sword extends from your being, swinging forwards and attacking all creatures within 5ft. of you. If any creature stands within 5ft. of you, they take 4d6 cold damage.

Mana Rot

2nd Level Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You begin to decay your body in favor of creating MP. You take 4d10 Necrotic damage, then you gain 1 MP for every 2 damage taken.

Strange Solution

2nd Level Spell


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: 8 Hours

You touch a body of water no larger than 5 gallons. This fluid loses all previous properties, and gains the properties of Strange Solution.

Properties of Strange Solution:

  • Always Room Temperature
  • Never Freezes or Evaporates
  • Evaporates Alchemy and Potions
  • Drinkable, when drank, drinkers take 2d8 poison damage
  • Can be breathed in, if submerged

The effects of the solution fade away after the spell's duration is over.

Crystal Shield

3rd Level Spell


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: S, M (A Shield)
  • Duration: 8 Hours

You touch a shield, which then starts to sprout crstyal structures all along the outside. When enchanted, the shield gains the following benefits for the spell's duration:

  • Grants an Additional +2 to AC
  • Grants Resistance to all Magical Damage

Crystal Weapon

3rd Level Spell


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: S, M (A Weapon)
  • Duration: 8 Hours

Touch a weapon. The entire outside sprouts growths of Blue and Purple Hues. The weapon gains the following benefits for the spell's duration:

  • An additional +2 to hit and to damage
  • The weapon counts as magical
  • When dealing damage to another creature, that creature takes an additional 1d8 Cold and 1d8 Necrotic damage

Fear

3rd Level Spell


  • Casting Time: 1 Bonus Action
  • Range: 30ft.
  • Components: V, S
  • Duration: 1 Minute

A bolt of bright red energy flows towards a creature within the spell's range. That creature makes a PER save. On a failed save, they are frightened of you and your allies for the spell's duration. Every time they take damage, they may repeat the save.

Rage

3rd Level Spell


  • Casting Time: 1 Bonus Action
  • Range: 30ft.
  • Components: V, S
  • Duration: 1 Minute

A bolt of crackling dark red energy flies towards a creature within the spell's range. That creature makes a CHA save against your spell save DC. On a failed save, they become enraged, and will attack the nearest creature to them for the spell's duration.

Counterspell

4th Level Spell


  • Casting Time: 1 Reaction
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

As a reaction, you throw a crystal bolt towards the hands of a caster whilst they cast a spell, deflecting the mana. When you see a creature cast a spell of 5th level or below, you are able to completely nullify the spell as it's being casted.

Crystal Darts

4th Level Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

For as long as the spell lasts, 7 crystal darts hover around you. At the end of each of your turns, roll 1d4. That many darts will randomly attack the nearest hostile creature. These darts will always hit, and deal 1d6 Cold and 1d6 Necrotic damage each. At the start of each of your turns, you regenerate 1d8 darts.

Simplify

4th Level Spell


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

Pointing your finger at a magical object, you suck the mana out of it. Touch one magical item that is under Very Rare rarity. You gain 20 MP, and the item loses all magical properties.

Yawn

4th Level Spell


  • Casting Time: 1 Bonus Action
  • Range: 30ft.
  • Components: V
  • Duration: 1 Minute

You let out an obnoxiously loud yawn. Choose one creature within the spell's range, they must make a TOU save. On a failed save, they are drowsy for the spell's duration.

Calm

5th Level Spell


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

You are able to calm your mind from all plight and thoughts. You are cured of Frightened, Astral Sickness, Drowsy, Enraged, or Submissive conditions.

If you aren't suffering from any condition, instead your next spell attack will always critically hit.

Fly

5th Level Spell


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Hour

Your feet grow light, as you begin to control your position in space. You gain a flying speed of 80ft. for the spell's duration. In addition, for the duration of the spell, you are immune to fall damage.

Ice Beam

5th Level Spell


  • Casting Time: 1 Action
  • Range: 180ft.
  • Components: V, S
  • Duration: Instantaneous

A beam of pure frost launches from your being. Choose one creature within the spell's range. Make a ranged spell attack, on a hit, that creature takes 12d8 cold damage. This spell deals double damage to flying targets.

Sleep

5th Level Spell


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V, S
  • Duration: 1 Minute

A lazy bolt of dim blue energy flows towards a creature within range of the spell. That creature must make a TOU save. On a failed save, they are unconcious until they take damage. While unconcious, any attack made against them will be a critical hit. If they succeed the save, they are Drowsy for the spell's duration.

Animate Dead

6th Level Spell


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

You touch the corpse of a creature that has been dead for no longer than 10 years. That corpse re-animates as itself, but with the following attributes:

  • It cannot speak
  • It has 100 HP
  • It has 15 MP
  • It has an AC of 15
  • All special attacks it has only do half damage

The creature is completely under your control. Once it dies, it can not be animated again.

Chill

6th Level Spell


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: S, M (A Weapon)
  • Duration: 8 Hours

You graze your hand along the edge of a weapon. It soon begins to freeze the air around it, dropping low frost as it moves. The weapon deals an additional 4d10 cold damage every time it hits a creature. Every time it hits a creature, that creature is inflicted with the Frostbite condition.

Control Weather

6th Level Spell


  • Casting Time: 1 Action
  • Range: 500ft.
  • Components: V, S
  • Duration: Instantaneous

You gain complete and utter control over the weather. You may make it do any natural weather scheme that is possible, including Acid Rain, Thunderstorms, Cyclones, etc..

Hypnosis

6th Level Spell


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: 8 Hours

A bright pink bolt glides towards a creature within range of the spell. That creature makes a CHA save. On a failed save, they become Hypnotized by you for the spell's duration. If the spell lasts for longer than 16 hours (The spell being casted twice), the effect is permanent.

Crystal Soul Stream

7th Level Spell


  • Casting Time: 1 Action
  • Range: 180ft. Line
  • Components: V, S
  • Duration: Instantaneous

Hailing from The Grand Alchemist, this arcane spell was made to be able to clear large armies in a matter of seconds. Sadly, it never saw use from it's master, dying in the journal along with him.

Summon a stream of crstalizing energy. This beam is 10 feet in diameter, and extends for 180ft. Any creature that is standing within range of the spell must make a TOU save. On a failed save, they take 9d6 Cold damage and 9d6 Necrotic damage, or half as much on a successful save.

Grandmaster Qip's Flash Fire

7th Level Spell


  • Casting Time: 1 Action
  • Range: 300ft.
  • Components: V, S
  • Duration: Instantaneous

One of two of the divine spells developed by Grandmaster Qip before his descent into insanity. This one was inspired by the god of flame, and it boils it's target from the inside.

Choose one creature within range of the spell. That creature makes a TOU save. On a failed save, they take 12d10 fire damage.

If this spell is used after Grandmaster Qip's Flash Freeze in the same day, the damage is tripled.

Grandmaster Qip's Flash Freeze

7th Level Spell


  • Casting Time: 1 Action
  • Range: 300ft.
  • Components: V, S
  • Duration: Instantaneous

One of two of the divine spells developed by Grandmaster Qip before his descent into insanity. This one was inspired by the god of ice, and it freezes it's target from the inside.

Choose one creature within range of the spell. That creature makes a TOU save. On a failed save, they take 12d10 cold damage.

If this spell is used after Grandmaster Qip's Flash Fire in the same day, the damage is tripled.

Humanity

7th Level Spell


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Forever

This spell was created by a heretical paladin from The Old Church of Light. This spell details the story of a man returning home from The Blight, a new person.

You cannot cast this spell if you are undead.

Create Humanity of yourself. This humanity floats around you at all times. This humanity casts all spells that you cast if casted at 3rd level or below (Example: You cast Ice Shard, it casts Ice Shard). It has unlimited MP.

If you are to fully die while you have a Humanity active, you instead return from the grave as an undead with full HP and MP. While undead, you cannot regenerate health in any way. You remain undead until you take a long rest, where you return to full life.

Divine Spell List

Divine magic is called Miracles. They were not developed, instead found by the paladins of The Old Church of Light. The magic was discovered through word of mouth, typically through strories and books. After discovered, those who where sick or dying from the Scarlet Plague were prescribed the reading of stories to cure their ailments. Later, the paladins discovered that heavy prayers and quoting gods provided great bolts of radiance, or lightning. Quickly after discovering this, these types of miracles became standard through The Church, with lightning magic being used to repel the Blight. Divine miracles are only ever written by high ranking religious figures or gods. However, some miracles, known as "Heretical Miracles" are written by creatures that aren't in those positions. Divine Miracles are casted through the retelling of a story, alterations to the same story allows for different amounts of potency in the miracle.

Cantrips (0 Level)
  • Force
  • Healing Foam
  • Hearth
  • Sparks
1st Level
  • Barrier
  • Electrify
  • Father Donald's Plague
  • Purify
  • Restoration
2nd Level
  • Heal
  • Holy Shield
  • Radiant Arrow
  • Throw Force
3rd Level
  • Greater Force
  • Light Shield
  • Lightning Spear
  • Recover
4th Level
  • Greater Heal
  • Greater Restoration
  • Holy Weapon
  • Lightning Stake
5th Level
  • Father Donald's Conjure Frost Angel
  • Galvanize
  • Holy Arrow
  • Holy Shield
  • Revive
6th Level
  • Godly Force
  • Greater Lightning Spear
  • Miracle
  • Regeneration
7th Level
  • Father Donald's Blizzard
  • Lightning Storm
  • Ressurection
  • Sunlight Spear

Force

Miracle Cantrip


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

You exert a divine throw around you. All creatures within 5ft. of you must make a STR saving throw. On a failed save, they take 1d6 Radiant damage, and are thrown back 10 feet. On a successful save, nothing happens.

At 6th level, the damage increases to 2d6, then again at 11th, and 17th level.

Healing Foam

Miracle Cantrip


  • Casting Time: 1 Action
  • Range: 10ft. Cube.
  • Components: V, S
  • Duration: Instantaneous

You throw down a bubbling mass of healing foam. All creautres standing within a 10ft. cube of you regain 1d6 health.

At 6th level, the healing increases to 2d6, then gain at 11th, and 17th level.

Hearth

Miracle Cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: 1 Day

You touch a flickering flame no bigger than a campfire. For the duration of the spell, if any creature takes a short or long rest around the fire, they gain 1 Temporary HP, and are recovered from all Necrotic damage.

Sparks

Miracle Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 10ft. Cone.
  • Components: S
  • Duration: Instantaneous

You hold your fingers forward, as crackling lightning reaches outward. All creatures within range of the spell must make an AGI save. On a failed save, they take 1d6 lightning damage. If that creature has anything metallic equipped, they have disadvantage on the saving throw.

At 6th level, the damage increases to 2d6, then again at 11th, and 17th level.

Barrier

1st Level Miracle


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You pray to the higher powers, influencing mana energy around you to summon a barrier. This barrier can be a wall, or sphere. The wall can be no larger than 30 feet long, 5 feet wide, and 10 feet tall. The Sphere has a diameter of 35ft. These barriers have an AC of 20, and 20 HP. If a creature attacks them, they take 1d6 Radiant damage. These barriers are impassible, and can not be moved through by any means.

If casted at a level higher than 1st, you may create an additional barrier for each level above 1st.

Electrify

1st Level Miracle


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (A Weapon)
  • Duration: 1 Minute

You touch the striking end of your weapon. It begins to flicker to life with electrical energy. When you make an attack against a creature, this weapon deals an additional die of lightning damage.

Father Donald's Plague

1st Level Miracle


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: 1 Minute

Choose one creature within range of the spell. A horrible plague of gnashing gnats rip into their flesh, inflicting the Toxic condition upon them. Instead of taking Acid damage from this Toxic, they take Cold damage. They start by taking 1d10 cold damage, which continously doubles at the end of each of your turns.

The creature may make a TOU saving throw against your spell save DC each time they take damage from this spell. If they succeed, they rid themselves of the condition.

Purify

1st Level Miracle


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

Inciting ancient prayers and tongues, you are able to purify a creature from corruption. Choose one creature, either yourself or another. They are removed from all necrotic damage, and they lose 1d4 Corruption points.

Restoration

1st Level Miracle


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

Choose one creature that you can touch. By bestowing a healing prayer onto their body, they are recovered from one of the following: Blindness, Deftness, Silencing, Frightening, Unconcious, Paralyzed, Poisoned, or Enraged.

Heal

2nd Level Miracle


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous

Choose one creature within range of the spell (Including you). That creature's wounds begin to scab and scar over, healing them for 4d10 HP.

For every level casted above 2nd, the creature heals for an additional 1d10 HP.

Holy Shield

2nd Level Miracle


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V
  • Duration: Instantaneous

A bright shield of holy energy coats your body. You gain a +2 to your AC until the start of your next turn, in addition, you are resistant to Necrotic and Radiant damage as long as this spell is in effect.

Radiant Arrow

2nd Level Miracle


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

You point your holy symbol forwards, as a stream of bright energy floods forwards. Choose one creature within range of the spell. Make a ranged spell attack against the creature, on a hit, they take 3d10 radiant damage. In addition, if the attack hits, all creatures within 10ft. of that creature take 2d10 radiant damage.

If casted at higher levels, add 1d10 radiant damage for each level above 2nd

Throw Force

2nd Level Miracle


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous

Throwing a part of your body through the ether, it lands against a surface within range of the spell. Once hitting that surface, all creatures within 10ft. of it must make a STR saving throw. On a failed save, they take 4d6 radiant damage and are thrown back by 10ft.. On a successful save, they only take half damage, and are not thrown.

Greater Force

3rd Level Miracle


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

Clutching your holy symbol, a large burst of radiant energy flies out from you. All creatures within 15ft. of you must make a STR saving throw. On a failed save, they take 4d12 radiant damage, and are knocked back 20ft. On a failed save, they only take half damage.

If casted at a higher level than 3rd, add 1d12 radiant damage per level above 3rd.

Light Shield

3rd Level Miracle


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V
  • Duration: Instantaneous

A shield of pure light coats your body. You gain a +3 to your AC. This spell lasts until a creature attempts to attack you. If a creature attempts to attack you, no matter if they hit or miss, the shield explodes into bright energy. The attacker must make a PER saving throw, or be blinded for one minute. On a failed save, they also take 2d8 radiant damage.

Lightning Spear

3rd Level Miracle


  • Casting Time: 1 Action
  • Range: 300ft.
  • Components: S
  • Duration: Instantaneous

Clutching a bolt of rapid lightning, make a ranged spell attack against a creature within range of the spell. If that creature has anything metallic equipped, you have advantage. On a hit, that creature takes 6d10 lightning damage.

If casted above 3rd level, add 1d10 lightning damage per spell level above 3rd.

Recover

3rd Level Miracle


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 8 Hours

Reciting a powerful prayer, you are able to bless yourself. Until the spell's duration ends, if you are brought down to 0 HP, the spell ends, and you are instead brought back to 25hp.

Greater Heal

4th Level Miracle


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

Choose one creature within range of the spell (including you). That creature's body begins to reform, healing over all wounds. They recover 9d10hp.

Greater Restoration

4th Level Miracle


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

Reciting ancient prayers and tongues, you are able to cure a creature from any condition that befalls it. Choose one creature that you can touch. That creature is cured of all conditions & diseases of your choice.

Holy Weapon

4th Level Miracle


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

In a burst of bright energy, you summon a weapon of your choice coated in divine energy. If this weapon has ammo, it has infinite ammo.

This weapon deals the same damage die that the typical weapon deals. In addition, it deals 3 extra damage dice of radiant damage. This weapon is considered a magical weapon.

Lightning Stake

4th Level Miracle


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

You clutch a falling strike of lightning. You may stake this lightning bolt into the ground. Make a melee spell attack against a creature, you have advantage if that creature has anything metallic equipped. On a hit, that creature, and all other creatures within 10 feet of it, take 8d6 lightning damage.

Father Donald's Conjure Frost Angel

5th Level Miracle


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

Choose a point within the spell's range. In that area, a descending angel of frost is summoned. The angel has 100hp, and an AC of 18, and is immune to cold damage. The angel will attack all creatures hostile towards you. Each attack has a +12 to hit, and on a hit, deals 6d6 cold damage. If the angel is killed, it explodes in a mass of frozen air, dealing 3d10 cold damage to all creatures within 10 feet of it.

Galvanize

5th Level Miracle


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

Striking your weapon against the air, it begins to elecrify with furious bolts of lightning. The weapon now has advantage to hit all targets with anything metallic equipped, and on a hit deals 4d10 additional lightning damage. If the target has anything metallic equipped, the lightning damage against them is doubled.

Holy Arrow

5th Level Miracle


  • Casting Time: 1 Action
  • Range: 600ft.
  • Components: V, S
  • Duration: Instantaneous

Choose one creature within range of the spell. A bright bow made of light is summoned, launching a bright arrow deep into their being. That creature must make a PER saving throw, on a failed save, they take 7d10 radiant damage. In addition, all creatures within 15ft. of them take 3d10 radiant damage.

Holy Shield

5th Level Miracle


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

A shield of divine energy protects you. You gain a +4 to your AC, and any creature that makes an attack against you takes 4d8 radiant damage. In addition, you become immune to Radiant, Psychic, and Necrotic damage for the spell's duration.

Revive

5th Level Miracle


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

Choose one creature that has been dead for no longer than 1 year. That creature is then revived from the dead, and brought back to life with 1 HP. All memories of the afterlife, and what is to come for them are kept.

Godly Force

6th Level Miracle


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

A godly amount of energy emits from your body. All creatures within 20ft. of you must make a STR saving throw. On a failed save, they take 13d6 radiant damage, and are thrown back by 30ft.. Creatures who succeed only take half damage.

Greater Lightning Spear

6th Level Miracle


  • Casting Time: 1 Action
  • Range: 600ft.
  • Components: S
  • Duration: Instantaneous

A spear of crackling blue lightning forms in your palm. Choose one creature within the spell's range. Make a ranged spell attack against that creature, with advantage if they have anything metallic equipped. On a hit, that creature takes 12d8 lightning damage. Any creature that is within 15ft. of that creature takes 4d8 lightning damage.

Miracle

6th Level Miracle


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Day

You imbuke a holy prayer upon yourself. Until the spell ends, you can not be struck by critical hits. In addition, if you are to drop to 0 HP, the spell ends, and you instead go back to 50hp.

Regeneration

6th Level Miracle


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

Choose one creature that you can touch (including yourself). For as long as the spell remains active, at the start of that creature's turn, they regain 3d8 HP.

Father Donald's Blizzard

7th Level Miracle


  • Casting Time: 1 Action
  • Range: 300ft. Cone.
  • Components: V, S
  • Duration: Instantaneous

A divine prayer written by Father Donald. Despite being created by him, he only ever used this spell once, during his last seremon.

An eruption of frozen air slams forward, striking all creatures within the spell's range. They must make a TOU saving throw. On a failed save, they take 17d6 cold damage, or half as much on a successful one. Creatures who fail the save are frostbitten for 1 minute. If a creature is to be reduced to 0 HP by this spell, they are encased fully in permafrost. If the ice is to ever melt by magical means, the creature will still be alive, and dropped down to 1 hp. At any point, the caster may touch the permafrost, and kill the creature inside of it.

Lightning Storm

7th Level Miracle


  • Casting Time: 1 Action
  • Range: 100ft. Cube
  • Components: V, S
  • Duration: 1 Minute

A divine prayer written by the God of Lightning. Crackling thunder booms as lightning strikes against all within the storm.

At the end of each of your turns for the spell's duration, you may control up to 4 bolts of lightning. Each bolt of lightning deals 2d10 lightning damage. You may choose any creature within the spell's range to strike. Creatures that are struck by lightning must make an AGI save, or take damage. On a successful save they only take half. If one creature is struck by multiple bolts of lightning, they only need to make one save, which will count for all bolts.

Resurrection

7th Level Miracle


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

A divine prayer written by Nihro the High Priestess. This prayer was developed in the midst of The Scarlet Plague. It was developed to make sure that her divine apostles would always be able to come back from the dead no matter how much the plague ate their bodies.

Choose one part of a creature that has been living at any point in time. The part may be no smaller than a finger at the very least. That creature is brought back from the dead, with an amount of HP of your choice.

Sunlight Spear

7th Level Miracle


  • Casting Time: 1 Action
  • Range: 1000ft.
  • Components: V, S
  • Duration: Instantaneous

A divine miracle written by the God of Fire. A spear made completely of sunlight, it was developed as an answer to pyromancy and it's use of the sun.

A fissling bolt of sunlight. Choose one creature within range of the spell, and make a ranged spell attack against them. If they are a humanoid, this attack will always hit. On a hit, this spell deals 10d10 radiant damage, and an additional 5d10 radiant damage to all creatures within 60ft. of the target.

Polymorph Spell List

Polymorph magics are known as Incantations. Incantations were first found in the south reaches of Seostria. After The Scourge arrived, many of the diplomats and criminal masterminds learned of magical effects through their words. Using their tongues, many of the most charismatic folk used mana and incantations without knowing it. Incantations, from that point on, was widely known as "Social Magic". Those who perfected the craft later learned how to change the bodies, in addition to the minds, of those who they spoke to. Incantations are learned and written typically through rumors, as many of them revolve around telling a lie, then making it become real. Out of the four castable magics, Polymorph is the easiest, as mana molds itself through words the easiest.

Cantrips (0 Level)
  • Acid Dart
  • Mind Read
  • Psychic Shock
  • Telekinesis
1st Level
  • Barkskin
  • Conjure Blue Slime
  • Invisiblity
  • Psychic Bolt
2nd Level
  • Greater Telekinesis
  • Memory Rip
  • Muffle
  • Psychic Stun
3rd Level
  • Claws
  • Conjure Red Slime
  • Daze
  • Greater Invisibility
4th Level
  • Enthrall
  • Fangs
  • Polymorph
  • Stoneskin
  • Supplant
5th Level
  • Acid Bubble
  • Crush
  • Supreme Telikenesis
  • Toxify
6th Level
  • Corrupt
  • Melt
  • Nondetection
  • True Polymorph
7th Level
  • Conjure Purple Slimes
  • Covet
  • Echo
  • Future Sight

Acid Dart

Incantation Cantrip


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: S
  • Duration: Instantaneous

Extending your hand forward, a dart of corrosive energy flies forward. Make a ranged spell attack against a creature within range of the spell. On a hit, they take 1d10 acid damage.

At 6th level, the damage increases to 2d10, then again at 11th, and 17th level.

Mind Read

Incantation Cantrip


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: S
  • Duration: Instantaneous

Choose one creature within range of the spell. They must make an INT saving throw. On a successful save, the spell ends, and they are aware of the source of the spell. If they fail the save, you are able to read all surface level thoughts of the creature, and they are unaware of the spell.

For the next minute, you have advantage on all Charisma checks with the creature, and the creature's next attack against you has disadvantage.

Psychic Shock

Incantation Cantrip


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V
  • Duration: Instantaneous

You utter a psychic tongue that rips through a target's mind. Have a creature within 60ft. of you that can hear you make an INT save. On a failed save, they take 1d12 psychic damage, or none of a successful save.

At 6th level, this spell deals 2d12, then it increases again at 11th, then 17th level.

Telekinesis

Incantation Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 60ft.
  • Components: S
  • Duration: Instantaneous

Choose one object that is smaller than size Large within range of the spell. You are able to push or pull that object by 60ft., as long as it is within range of the spell.

Barkskin

1st Level Incantation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute

All skin across your body begins to harden and callous over, resembling bark. For the duration of the spell, your AC becomes a 16, and you are resistant to non-magical damage.

Conjure Blue Slime

1st Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V, S
  • Duration: 8 Hours

Choose one point within the spell's range. A friendly blue slime is summoned there for the spell's duration. This slime is friendly to you and your allies, and will attack creatures hostile towards you. Once the spell is over, the slime evaporates, dropping everything it's consumed.

Invisibility

1st Level Incantation


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 Hour

Your entire body and everything you have equipped becomes completely invisible. You can still be detected through sound. You remain invisible until you cast another spell, or you lose concentration. While invisible, if a creature knows your general location, they have disadvantage to hit you.

Psychic Bolt

1st Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V
  • Duration: Instantaneous

You utter a word of psychic terror. Choose one creature within range of the spell that can hear you. That creature must make an INT save. On a failed save, they take 3d8 psychic damage.

If casted at a higher level, you may choose additional targets equal to the spell level above 1st.

Greater Telekinesis

2nd Level Incantation


  • Casting Time: 1 Action
  • Range: 100ft.
  • Components: S
  • Duration: Concentration, up to 1 minute

Choose one object within range of the spell. You exert your psychic will against that object. You may push, pull, or throw that object as long as it weighs less than 1000 pounds. You may move the object anywhere within range of the spell.

Memory Rip

2nd Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: S
  • Duration: Instantaneous

Choose one creature within range of the spell. That creature must make an INT save. On a successful save, the spell has no effect, and the creature is aware of the source. On a failed save, the caster may peel through any one single memory of the target, and learn of/expunge it from their mind.

Creatures with a corruption of 10 or higher automatically fail this save.

Muffle

2nd Level Incantation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: 1 Hour

For the duration of the spell, your body, it's movements, and your breathing are completely silenced. In addition, you gain a +5 to all stealth checks, and creatures fail all checks that have to do with hearing you.

Psychic Stun

2nd Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V
  • Duration: Instantaneous

You utter a word so utterly confusing that it psychically stuns another creature. Choose one creature within range of the spell that can hear you. That creature must make an INT save against you. On a failed save, they are paralyzed for 1 minute. On a succesful save, nothing happens.

Claws

3rd Level Incantation


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

This spell may be casted in two different ways.

You may cast this on yourself, which causes you to grow elongated claws for 1 minute. These claws deal 2d12 slashing damage, and use your spellcasting bonus as their modifier. These claws count as a magical weapon.

Or you may cast this on a creature that you can touch. If you do, that creature must make a TOU saving throw. On a failed save, their hands and feet both become paw-like to your liking. They loose all dexterity with them, and cannot pick up objects. If the effect lasts for longer than 1 hour, the effects are permanent. A creature may dispell the effect by absorbing 5 points of corruption, or by being healed by magical means.

Conjure Red Slime

3rd Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V, S
  • Duration: 8 Hours

Choose one point within the spell's range. A red slime is summoned on that space. The slime is friendly to you and your allies, and will attack any creature that is hostile towards you. Once the spell is over, the slime evaporates, leaving behind everything it consumed.

Daze

3rd Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: S
  • Duration: Concentration, up to 1 hour

Choose one creature within the spell's range. That creature must make an INT saving throw. On a failed save, they are Confused, and their INT score is reduced to 9 (if it isn't already lower). Creatures that have a corruption of 10 or higher automatically fail.

Greater Invisibility

3rd Level Incantation


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 Hour

You become completely invisible. You leave behind no footprints, and can not be seen with vision. Creatures that are aware of your location have disadvantage to attack you.

Enthrall

4th Level Incantation


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

Choose one creature that is below 10 HP. That creature must make an INT save against your spell save DC. On a failed save, they are enthralled by you, and you must give a requirement that you are able to do to free them (EX: Give Dobby a sock). Once they are enthralled, they are unable to attack you willingly, are immune to being charmed, and must obey every command you give to the T.

Fangs

4th Level Incantation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Special

Choose one creature that you can touch. This spell can be casted in two different ways.

If casted upon yourself, you grow large fangs as listed down below. You may choose for one of the effects. The fangs last for 1 minute, and you may make a bite attack with them as a bonus action.

  • The Viper. Your bite attack deals 2d12 Piercing and 2d12 Poison damage.
  • The Dragon. Your bite attack deals 2d12 Piercing and 2d12 Fire damage.
  • The Lion. Your bite attack deals 4d12 piercing damage.

If casted on another creature, they must make a TOU saving throw. On a failed save, you may morph their face/jaw in any way that you wish. You may give/remove a bite attack, give/remove a tongue, etc.. If the effects last for longer than an hour, they are permanent. A creature may relieve the effects through healing magic, or by willingly absorbing 6 points of corruption.

Polymorph

4th Level Incantation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Special

Choose one creature that you can touch, This spell can be casted in two different ways.

If casted on yourself, you are able to turn into any animal or creature that you have fought before. You morph into this creature, except:

  • Your HP cannot exceed 100.
  • Your AC cannot exceed 18.
  • Any basic attack that you have cannot exceed 40 max damage.
  • Any special attack that you have cannot exceed 120 max damage.

If you are brought to 0 HP in this form, you return to your base form with 1 HP. Otherwise, the form lasts for 1 minute, and as long as you aren't brought to 0 HP, you return to your base form with the same amount of HP that you had before.

If casted on another creature, they must make a TOU saving throw. On a failed save, you are able to turn them into any animal or plant that you have seen. They become that creature in all ways except for mentally. If this effect lasts for 1 hour, then they become permanent. A creature may repel this effect through healing magic, or by absorbing 8 points of corruption.

Stoneskin

4th Level Incantation


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

Choose one creature that you can touch, This spell can be casted in two different ways.

If casted on yourself, your skin callouses over extremely, resembling rock. Your AC becomes 20, and you are resistant to non-magical damage. This lasts for 1 minute.

If casted on another creature that has under 100HP, they must make a TOU saving throw. On a failed save, they start to become a statue. For the next minute, they must make continous TOU saves at the end of each of their turns. If they fail all, or if you are able to distract them, then they become petrified, yet fully aware of their surroundings. If the effects last for 1 month, then they are permanent.

Supplant

4th Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V
  • Duration: 1 Hour

You are able to plant thoughts into another creature's mind. Choose one creature within range that can see you, as you mouth no more than 2 sentances worth of words. That creature must make an INT save against your spell save DC. On a failed save, they believe whatever you had to say. They may repeat the save each time they take damage. If the effect lasts for one hour, then it becomes permanent.

Acid Bubble

5th Level Incantation


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

You create a large bubble of acid. You may splash this bubble against any one creature within range of the spell. That creature must make a TOU save, on a failed save, they take 10d10 acid damage.

Crush

5th Level Incantation


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: S
  • Duration: Instantaneous

Choose one creature within the spell's range. You begin to crush them with immense psychic energy. They must make a STR saving throw. On a failed save, they take 10d6 psychic damage, and their movement speed becomes 0 for 1 minute. On a succesful save, they take half damage, and their movement speed is halved.

Supreme Telekinesis

5th Level Incantation


  • Casting Time: 1 Action
  • Range: 120ft.
  • Components: S
  • Duration: Instantaneous

Choose one object or creature within the spell's range. You may push or pull that creature anywhere within the spell's range.

Toxify

5th Level Incantation


  • Casting Time: 1 Bounus Action
  • Range: Touch
  • Components: V, S, M (A Weapon)
  • Duration: 1 Minute

Dripping acid begins to bleed off of your weapon. The weapon is considered magical for the spell's duration, and when attacking another creature, that creature takes an additional 4d10 acid damage. If the target takes more than 25 acid damage, they gain the Poisoned condition for the spell's duration.

Corrupt

6th Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: V
  • Duration: Instantaneous

Choose one creature within range of the spell. That creature makes a PER save. On a failed save, you may roll 1d20. If the number is below 5, they gain 5 corruption points. If above, they gain that many corruption points.

Melt

6th Level Incantation


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: S
  • Duration: Instantaneous

Choose one creature within range of the spell. That creature makes a TOU save against your spell save DC. On a failed save, they take 15d8 acid damage, or half as much on a successful save. If a creature is to die from this, their entire being melts, and they are not able to be revived.

Nondetection

6th Level Incantation


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 Hour

You become completely invisible to all creatures in every perceivable way. You are unable to be felt, tasted, seen, heard, or smelled. Creatures are unable to become aware of your location in any way. This spell ends when you deal damage to another creature, or if the duration runs out.

True Polymorph

6th Level Incantation


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

Choose one creature that you can touch, This spell can be casted in two different ways.

If casted on yourself, you are able to polymorph yourself into one non-unique creature that you have seen at least once. You gain all attributes of that creature except for mental characteristics and LUC. If you are brought down to 0 HP, you return to your true form with 1 HP. Otherwise, the spell lasts for 1 minute.

If casted on another creature, they must make a TOU saving throw against you. On a failed save, you may choose if they keep or lose their original mental characteristics. They become any creature that you have at least seen once, or that you can imagine. If the spell lasts for at least 1 day, the effects are permanent.

Conjure Purple Slimes

7th Level Incantation


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: S
  • Duration: 8 Hours

This incantation was developed by an early Slime God, who wished to create more of their spawn. It has since been spread to many slime priests across the island.

You may choose two points within range of the spell. In those two points, two purple slimes are summoned. They are friendly to you and your allies, and will attack creatures hostile towards you. If these creatures die, or the spell otherwise ends, they evaporate, and leave behind all they have consumed.

Covet

7th Level Incantation


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V
  • Duration: Instantaneous

This heretical incantation was developed by a priest in The Old Church of Light. It's unknown the excact reason, but it's assumed it was made to remove potential usurpers.

Choose one creature within the spell's range. That creature must make a PER save against your spell save DC. On a failed save, that creature begins to covet one thing of your choice immensely. They will stop at nothing to obtain it, once they do obtain it, they may remake their save to try and break the spell. If they fail, they continue to covet. If they fail 5 times, the effect becomes permanent.

Echo

7th Level Incantation


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 Minute

This incantation was developed by a grand sorcerer of Baldor. Impersonating a pope of The Old Church of Light, they used this incantation to secure a throne, murdering hundreds in their path.

Summon an identical clone of yourself. This clone is immune to all damage. When summoned, this clone will occupy the same space as you. Once you begin to move, or attack, or cast a spell, the echo will do the excact same as you on it's turn. The echo has it's own initiative. If a target moves from an origional position where it has been attacked, the echo will target the new position, instead of the old one.

Future Sight

7th Level Incantation


  • Casting Time: 1 Action
  • Range: 100ft.
  • Components: V
  • Duration: Special

An incantation developed by Atrax. These words where used as a threat, spilling fear into politicians and warriors alike. These words of power allowed him to ascend to the rank of King of Baldar, a throne quickly lost.

You utter words of demise. Choose one creature that is within the spell's range. They become aware of impending doom. After 1 minute has passed, that creature takes 18d10 psychic damage. This damage can not be deflected or resisted in any way.

If the caster chooses, they may disspell the spell before it attacks their target. If so, they regain all spent MP.

Shadow Spell List

Shadow magic is typically known as a Pyromancy, due to the origional creator's affinity for flame. Pyromancies were origionally developed by the knights of Alderith Keep during their constant infighting. Out of all four castable magics, Pyromancy is the eldest. Pyromancy comes from the soul rather than from a story, rumor, or algorithm; and thus it was used the earliest. After the Scourge rose, however, Pyromancy began to surge into modernity, rivaling the firepower of most firearms. Pyromancy is typically seen in one of two ways: Traditional and Swamp. Traditional pyromancies were used by The Knights of Alderith Keep, who developed it through force of will. Swamp pyromancy is defined as anything that isn't developed by The Knights, the nickname originating from Kiln'Ra, a crow who came from The Scarlet Lake. Swamp pyromancy typically deals with the soul and embers, whilst traditional pyromancy deals with open flames and poisons. Pyromancies are developed by creatures with great souls and willpower. Those with greater souls can develop greater pyromancies. Pyromancies are always cast from the inner being as an extension of one's soul.

Cantrips (0 Level)
  • Control Flames
  • Flame Orb
  • Poison Mist
  • Strength
1st Level
  • Flame Darts
  • Soul Trap
  • Strange Stew
  • Sweat
2nd Level
  • Flame Shield
  • Flash Sweat
  • Pyre Arc
  • Toxic Steam
3rd Level
  • Fireball
  • Kiln'Ra's Great Ember
  • Soul Spear
  • Water Darts
4th Level
  • Curse
  • Magma Orb
  • Might
  • Soul Arrows
5th Level
  • Blinding Bolt
  • Magma Arc
  • Magma Shield
  • Poison Spray
6th Level
  • Control Nature
  • Dissolve
  • Ethereal Explosion
  • Kiln'Ra's Scream
7th Level
  • Crimson Wings
  • Kiln'Ra's Firestorm
  • Malador
  • Sunlight Orb

Control Flames

Pyromancy Cantrip


  • Casting Time: 1 Bonus Action
  • Range: 30ft.
  • Components: S
  • Duration: Instantaneous

The caster is able to guide flames within the spell's range to move to their bidding. Determine the size of the flame:

  • Small = <5ft.

  • Medium = 5ft.-10ft.

  • Large = >10ft.

  • Small flames can be thrown into creatures to deal 1d4 fire damage.

  • Medium flames can be thrown into creatures to deal 1d6 fire damage, or turned into fire walls. The wall can only be 5 feet tall, and 5 feet wide. If a creature walks through the wall, they take 1d8 fire damage. Fire walls can not be moved after they have been placed, and will evaporate after 1 minute.

  • Large flames can be thrown into creatures to deal 1d8 fire damage, or turned into fire walls. The walls may be as long or tall as the total area of the fire. If a creature walks through the wall, they take 1d10 fire damage. Fire walls can not be moved after they have been placed, and will evaporate after 1 minute.

At 6th level, each damage die deals an additional die of fire damage. Then again at 11th, and 17th level.

Flame Orb

Pyromancy Cantrip


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: S
  • Duration: Instantaneous

The caster holds a small ball of warm flames. This flame can be thrown at a creature within the range of the spell. Make a ranged spell attack, on a hit, the creature takes 1d10 fire damage plus the caster's spellcasting modifier. If this hits a flammable object, that object catches flame if it is not being worn or held.

At 6th level, the orb deals an additional 1d10 fire damage. Then again at 11th, and 17th level.

Poison Mist

Pyromancy Cantrip


  • Casting Time: 1 Action
  • Range: 30ft. Cone.
  • Components: V, S
  • Duration: 1 Minute

A plume of poisonous gas fills the spell's range. If a creature starts or ends their turn in the gas, they take 1d6 poison damage. This gas is flammable, and if fire contacts the gas, the spell immediately ends, and all creatures within 5ft. of the gas take 3d6 fire damage.

At 6th level, the gas deals an additional 1d6 poison or fire damage. Then again at 11th, and 17th level.

Strength

Pyromancy Cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: 1 Minute

The caster lets out a furious yell, which improves their physical strength. For the duration of the spell, the caster gains a bonus to all Strength and Toughness rolls equal to their spellcasting modifier.

At 6th level, the duration lasts for another minute. Then again at 11th, and 17th level.

Flame Darts

1st Level Pyromancy


  • Casting Time: 1 Action
  • Range: Self (30ft.)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Five darts made from flame hover around you for the duration of the spell. You may use a Reaction to throw up to three of these darts at any time at a target within range. Make a ranged spell attack, on a hit dealing 1d4 fire damage for each dart. If more than one dart is thrown at the same target, they will both use the same attack roll.

At the start of each turn that the spell is active, you regenerate 1d4 darts, for a maximum of 5.

If casted at higher levels, you gain one additional maximum dart, and may throw one additional dart each reaction.

Soul Trap

1st Level Pyromancy


  • Casting Time: 1 Reaction
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

This spell only works if you have an empty container that could hold liquids. Touch a dying creature, and absorb their soul into a container of your choice. Their soul is locked in that container until you release it, or use it.

Without needing to cast this spell, if you have a soul that is in a container in your inventory, you may consume it. If you do, you gain an amount of temporary hit points equal to your Toughness score x2.

Strange Stew

1st Level Pyromancy


  • Casting Time: 1 Minute
  • Range: Self
  • Components: S, M (A Soul, which is consumed)
  • Duration: Instantaneous

For this spell to work, you must have a soul in your inventory. Putting together any mix of herbs, regiments, and of course a soul, you are able to create a Strange Stew. The stew can be drank as a bonus action, and they are as follows:

  • Gain 4d10 temporary HP
  • Gain advantage on spell attacks
  • Take 1d6 Poison Damage

The stew's effects last for 1 minute.

If more than 1 stew is drank per day, the drinker takes double the amount of poison damage for each stew drank over 1.

Sweat

1st Level Pyromancy


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: 1 Hour

Placing a well of flame deep within your bosom, you gain resistance to Fire & Cold damage for the spell's duration.

Flame Shield

2nd Level Pyromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 Minute

A large shield of flames erupts next to you, blocking you from harm. You gain +4 to AC, and any creature that tries to make a melee attack towards you takes 4d8 fire damage.

Flash Sweat

2nd Level Pyromancy


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: S
  • Duration: 1 Minute

A burning flame boils within your soul, causing your body to secrete a thick sweat. For the duration of the spell, you are resistant to Fire, Cold, Lightning, and Acid damage.

Pyre Arc

2nd Level Pyromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (A Weapon)
  • Duration: 1 Minute

Transferring a part of your soul onto the weapon you hold, it begins to burn with flame. Whenever you make an attack with that weapon for the duration of the spell, the target creature takes an additional 2d10 fire damage.

Toxic Steam

2nd Level Pyromancy


  • Casting Time: 1 Action
  • Range: 30ft. Cone.
  • Components: V
  • Duration: 1 Minute

Erupting a flow of toxic gas, all creatures within the range of the spell must make a TOU saving throw against your spell save DC. On a failed save, they take 5d6 poison damage, or half as much on a successful save. For the duration of the spell, if any creature starts or ends their turn within the Toxic gas, they take 2d6 poison damage.

If the spell is casted at a higher level, it deals an additional 1d6 for each level casted above 2nd

Fireball

3rd Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: S
  • Duration: Instantaneous

A large ball of searing flame erupts into the palm of your hand. You may throw this ball anywhere within the spells range. Make a ranged spell attack against a creature, on a hit, this spell deals 6d10 fire damage. All creautures within 5ft. of the target must make an AGI save. On a failed save, they take 4d8 fire damage as well, or half as much on a successful save.

If casted at a higher level, both damages go up by one die for each level above 3rd.

Kiln'Ra's Great Ember

3rd Level Pyromancy


  • Casting Time: 1 Action
  • Range: 40ft. Sphere.
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

The ground around you in a 40ft. sphere erupts into searing flame. All creatures within range of the spell that are touching the ground must make an AGI save, or take 2d12 fire damage, or half as much on a successful save. For the duration of the spell, any creature that starts or ends their turn within range of the spell takes 1d12 fire damage. All creatures that are resistant or immune to fire damage heal instead of taking fire damage.

If this spell is casted at a higher level, the damage goes up by one die per level above 3rd.

Soul Spear

3rd Level Pyromancy


  • Casting Time: 1 Action
  • Range: 180ft.
  • Components: S, Special
  • Duration: Instantaneous

This spell may be casted in one of two ways. Either the caster has a soul in their inventory, or they must take 4d8 necrotic damage before casting this spell.

A long bolt of soul energy plunges itself within the soul of another. Make a ranged spell attack against a creature within range of this spell. Cover, such as walls or shields, do not assist in AC against this spell. On a hit, the target takes 7d10 necrotic damage.

If casted at higher levels, increase the damage by 1d10 per level above 3rd.

Water Darts

3rd Level Pyromancy


  • Casting Time: 1 Bonus Action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantenous

Many small bolts of acidic water fly towards a target within range of the spell. There are 8 darts, that may attack many different targets, or one single. Each dart deals 1d6 Acid damage plus the caster's spellcasting modifier, and does not require a roll to hit.

If casted at higher levels, an additional 2 darts form for each level above 3rd.

Curse

4th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: 1 Hour

You imbuke a portion of your soul to assail a target's. Choose one creature within range of this spell. That creature must make a TOU save. On a failed save, they are Cursed for the spell's duration.

Cursed creatures take double damage from all sources, if the oncomming source is you. In addition, they only heal for half as much from any healing spells.

The creature may repeat the save at the end of each of it's turns.

Magma Orb

4th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 30ft.
  • Components: S
  • Duration: Instantaneous

A ball of magma erupts into your palm. You may throw this ball at any creature within range of the spell. Make a ranged spell attack, on a hit, that creature takes 8d10 fire damage. Until the end of your next turn, any creature that starts or ends their turn within 5ft. of the target creature, they take 3d10 fire damage.

If casted at higher levels, add 1d10 fire damage per level above 4th

Might

4th Level Pyromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: 1 Minute

With a strengthening roar, you are able to imbue might into your body and soul. For the duration of the spell, you gain the following benefits:

  • You take half damage from non-magical sources
  • You are resistant to Fire, Cold, Lightning, Poison, and Acid damage
  • You gain a +3 in all melee attacks
  • You gain 8d6 temporary HP

Soul Arrows

4th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S, Special
  • Duration: Concentartion, up to 1 Minute

You may cast this spell in one of two ways. Either you have a soul in your inventory, which gets consumed, or you take 5d10 necrotic damage.

A torrent of 7 soul arrows float around you. These arrows may be thrown as a reaction towards a creature within range of the spell. You may throw 4 at most in one reaction. Each arrow does not need to roll to hit a target. Each arrow deals 2d10 necrotic damage. For the duration of the spell, you regenerate 1d4 soul arrows at the start of your turn.

Blinding Bolt

5th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 40ft.
  • Components: V, S
  • Duration: Instantaneous

A bolt of bright flame extends forwards from your hand. Choose one creature within range of the spell, they must make a TOU saving throw. On a failed save, they take 10d10 fire damage, and are blinded for one minute. On a succesful save, they take half damage, and are not blinded.

Magma Arc

5th Level Pyromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M (A Weapon)
  • Duration: Concentration, up to 1 Minute

The weapon you are holding suddenly begins to glow red-hot, and drip with flowing magma. For the duration of the spell, any attack made against a creature with that weapon (No matter if it hits or not) deals an additional 4d10 fire damage.

Magma Shield

5th Level Pyromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 Minute

A shield of hardened stone and flowing lava erupts from the earth to protect you. You gain a +6 to your AC for the spell's duration. In addition, any creature that moves within 5ft. of you, or starts/ends their turn within 5ft. of you takes 6d6 fire damage.

Poison Spray

5th Level Pyromancy


  • Casting Time: 1 Bonus Action
  • Range: 15ft. Cone.
  • Components: S
  • Duration: Instantaneous

Opening your palm, a volley of poisonous fluids flings itself forwards. All creatures within the spell's range must make a TOU save. On a failed save, they take 10d6 poison damage, and are poisoned for 1 minute. If they succeed, they take half damage, and are not poisoned.

Control Nature

6th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

The caster is able to imbue their soul into the ground around them. They gain the following benefits:

  • Their AC is increased by 2
  • They become resistant to non-magical damage
  • They become immune to Poison and Acid damage

In addition, on each of their turns, they may choose for one thing to happen as a free action:

  • Roots extend from the earth and grapple one creature on the ground. That creature must make a STR save, or be grappled.
  • Thorn whips lash out at enemies. They must make 2 AGI saves, taking 4d6 piercing and 4d6 poison damage per fail.
  • A wall of trees sprouts out in a 30 foot long wall. The wall is 5 feet thick, and 30 feet tall.
  • The ground begins to burn. All creatures starting or ending their turn; or moving at least 5ft. within range take 4d8 fire damage.

Each effect stops if the caster uses a different one on their next turn.

The effects stop once the spellcaster loses concentration, or the spell ends.

Dissolve

6th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 180ft.
  • Components: V, S
  • Duration: Special

Choose one creature within range of the spell. That creature's skin begins to melt as corrosive acid burrows itself under it. That creature must make a TOU saving throw. On a failed save, they take 12d6 acid damage, or half as much on a successful one. If that creature is to die within 1 minute of the spell being casted, all creatures (except for you) within 30 feet of it immediately take an additional 8d6 acid damage, as the target's body explodes in acid.

Ethereal Explosion

6th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 100ft. Sphere.
  • Components: V, S, Special
  • Duration: Instantaneous

This spell may be casted in one of two ways. If the caster has a soul in their inventory, the soul is consumed, and they take no damage from the spell. If they do do not, then they take half damage from the spell.

A soul-tearing explosion rips through the ethereal plane, cutting through all within range of the spell. Every creature makes a TOU saving throw. On a failed save, they take 13d6 Necrotic damage, or half as much on a successful one. All creatures that take damage from the spell can not be healed by healing magic for 1 hour.

Kiln'Ra's Scream

6th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V
  • Duration: Instantaneous

The caster opens their mouth to let out a torrent of disorienting screams, sounding like a large dying crow. Every creature that hears the screams must make a PER save, on a failed save, they suffer the following effects:

  • They take 10d6 necrotic damage
  • They are blinded, deafened, and silenced
  • They can not move more than 10 feet each turn
  • They can not be healed by healing magic

These effects last for 1 minute. If they succeed the saving throw, they only take 10d6 necrotic damage.

Crimson Wings

7th Level Pyromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 Minute

An old pyromancy taught by ancient dragons, this was most used by the knights of Alderith Keep during their last stand.

The caster sprouts giant wings made of flame. They are granted the following benefits:

  • The caster has advantage on all rolls relating to Shadow Magic
  • The caster is immune to Cold, Fire, and Acid damage
  • The caster is immune to non-magical damage
  • The caster deals double Fire and Acid damage

At the end of the spell's duration, the caster takes 10d10 necrotic damage as the wings retreat back into their body.

Kiln'Ra's Firestorm

7th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft. Cube.
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

Kiln'Ra The Fire Raven's perfection of the craft. A giant firestorm erupts within the range of the spell, ripping through the air and the ground. All creatures within range of the spell suffer the following effects:

  • All creatures that start their turn within range of the spell take 10d6 fire damage
  • All creatures taht end their turn within range of the spell take 8d6 fire damage
  • All creatures that move at least 5ft. within range of the spell take 2d6 fire damage per 5ft. moved.
  • All creatures that are resistant or immune to fire damage heal from the spell, instead of taking damage.

Malador

7th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

Swamp pyromancy developed by the reclusive Raven Tribe. It is said that the strongest pyromancer who knew this spell would become the leader of the tribe.

The caster points their finger towards a creature within range of the spell. That creature makes a TOU saving throw. On a failed save, they take 14d10 acid damage, and have disadvantage on all rolls for the next minute. On a successful save, they take half damage, and do not have disadvantage.

Sunlight Orb

7th Level Pyromancy


  • Casting Time: 1 Action
  • Range: 60ft.
  • Components: S
  • Duration: Instantaneous

Heretical pyromancy developed by The Old Church of Light. Their grand leader, an unnamed Paladin, used this spell in the battle against The Scourge.

Hold a ball made from the brightest of souls. You may throw this ball at any creature within range of the spell. Make a ranged spell attack, on a hit, that creature takes 8d10 fire damage. In addition, no matter if the sunlight orb hits or not, that creature, and all creautres within 10ft. of them take an addtiional 4d10 fire damage. Finally, any creature that takes damage from this spell must make a TOU saving throw. On a failed save, they are blinded for 1 minute.

Monsterfolk Races

Heat

Condition

Almost every monsterfolk has Heat Thresholds. Heat Thresholds are percentages out of 100, where a monsterfolk can be describes as more "Depraved". After each threshold, the DM may describe a new effect that the heat has on the monsterfolk's mind. These can be physical, mental, or even magical changes! Heat will revert back to it's minimum score once a creature has climaxed.

Thrak-E

Monsterfolk Race

Thrak-E are short, green skinned humanoids. It is said that they were the first to turn from The Scourge, being created out of creatures most susceptible to Mana.

Thrak-E have the following traits:

  • Size. Anywhere from 3-4 feet tall, their size is Small
  • Mana Conduit. Thrak-E have an additional 5 added to their maximum MP.
  • Ability Scores. +2 AGI, +1 INT, -1 STR
  • Heat Thresholds. 31, 50, 80
  • Permanent Heat. Thrak-E's minimum heat score is 30%.

Kobold

Monsterfolk Race

Kobolds are small, agile lizard men. Their origins seem to be skewed, as even the eldest of their kind cannot recall many stories about their race. Kobolds by nature are obsessive, and will have one thing that they obsess over.

  • Size. Anywhere from 2-4 feet tall, Kobold's size is Small.
  • Obsession. Your mind obsesses over one thing or object. When holding that thing or object in your hand, or are wearing it, you gain advantage against being Frightened and Charmed.
  • Ability Scores. +2 PER, +1 AGI, -1 STR
  • Heat Thresholds. 25, 50, 75
  • Oviparous. Kobolds Lay Eggs. After 1 Month of being inseminated, a female Kobold will lay an egg. That egg hatches in 2 months, has an AC of 10, and 1 HP.

Slimefolk

Monsterfolk Race

Slimefolk are average sized humanoids made completely from a gelatinous material. Slimefolk are most impacted by their heat, with their bodies changing with almost every new cycle. When not in heat, Slimefolk are usually generally happy, their brains constantly being fed high amounts of dopamine.

Slimefolk have the following traits:

  • Core Mind. Your mind is constantly being filled with happy chemicals. You are immune to being Frightened or Enraged, but you fail all checks having to do with Submissive, Hypnosis, and Charm.
  • Colorful. Slimefolk's bodies are completely one color, usually the color representing the creature's core personality.
  • Ability Scores. +1 TOU, +1 CHA
  • Heat Thresholds. 20, 40, 60, 80, 100
  • Permanent Heat. Slimefolk's Minimum Heat score is 10%
  • Oviparous. Slimefolk lay anywhere between 10-20 eggs in their partners upon climax. Slime eggs take 1 week to be laid, and 1 day to hatch. Slime eggs can be laid either Anally or Vaginally.

Lio'Ta

Monsterfolk Race

Lio'Ta are human sized anthropomorphic animals. When the Scourge rose, many hunters and ranchers became Lio'Ta due to their constant surroundings of animals. Lio'Ta have no defined look besides being an animal of some kind, and many different kinds exist, although they all inherit similar physical traits.

Lio'Ta have the following traits:

  • Animalism. Lio'Ta all resemble one animal that matches their personality. This may result in small effects, like ears or a tail, or can be as large as being an entire bipedal version of that animal.
  • Heightened Senses. You can no longer be surprise attacked, all attacks made against you in surprise will not critically hit. In addition, you have a +3 to all Perception (PER) rolls.
  • Ability Scores. +1 STR, +1 AGI
  • Heat Thresholds. 50, 70, 100 (May be altered if animal would fit)

Do-Cek

Monsterfolk Race

Do-Cek are human-sized monsterfolk made completely of a sugary food. It is unknown as to why each Do-Cek are different variations of a treat, the main theory being that the treat is what best represents the power of their soul and it's ability to hold Mana. Most Do-Cek are produced naturally, however, some Do-Cek Glycomancers figured out a way to animate mass amounts of gingerbread guards to serve as armies, or Queen's Guard.

Do-Cek have the following traits:

  • Sugary Nature. As a Do-Cek, you do not need to eat, sleep, or drink. When traveling by foot, you may cut all travel times by 1 day, due to not needing to sleep.
  • Natural Glycomancy. As a Do-Cek, your max MP is increased by 4.
  • Melt. If you are to fall into water as a Do-Cek, you take 6d6 Acid damage each turn that you start and end in the water.
  • Ability Scores. +2 TOU, +1 CHA, -1 AGI
  • Heat Thresholds. 60, 80

Minotaur

Monsterfolk Race

Known for their headstrong approach to mostly everything, Minotaurs are large cow-folk hailing from the north. It is assumed that this string of the mana curse effected these folk based on personality, those with heavily dominating personalities and those with submissive personalities differing in body types immensely.

Sub or Dom

There are many ways you can determine what subrace the player becomes. The three best ways I find are:

  • Ask the Player what they think
  • Roll 1d20, odd is sub, even is dom
  • Base it on the opposite of the last sexual encounter they had

No matter what, ask the player what they would like, and go from there.

Dominant Minotaurs Have the following traits:

  • Size. Minotaurs stand anywhere from 7 to 9 feet tall. Minotaur's size is medium.
  • Goring Horns. Your horns are built to gore enemies or other dominants. As a bonus action, you can make a horn attack. Horns use Strength as their weapon ability, and deal 1d6 piercing damage.
  • Extreme Masculinity. Your body screams masculinity. No matter what, you always look extremely tough, and everything that isn't covered in fur is chiseled with muscle. If you have breasts, they are either covered by fur, or look like muscly pecks. They still function how they normally do, however.
  • Ability Scores. Your STR score goes up by 2, CHA by 1, and your PER goes down by 1.
  • Heat Thresholds. 30, 50, 80

Submissive Minotaurs Have the following traits:

  • Size. Minotaurs stand anywhere from 5 to 7 feet tall. Minotaur's size is medium.
  • Tough Body. Your body has grown to be able to withstand most, if not all types of minor injury. You are immune to all damage less than 6, and you are resistant to cold and fire damage.
  • Breasts/Udders. No matter if you are male or female, when becoming this monsterfolk, your breast size increases by 4. If this would increase it above 10, you may choose for it to become udders, which would function the same as breasts, except that they serve as a "point sink" for bust size.
  • Extreme Femininity. Your body screams "Submissive and Breedable". No matter what sex you are, your chubby appearance, breasts, and overall cutesy look makes you extremely feminine, and anyone would confuse you for a girl. Your cow traits can manifest as horns, udders, a tail, or such, but rarely as full fur.
  • Ability Scores. Your TOU goes up by 2, CHA by 1, and your AGI goes down by 1.
  • Heat Thresholds. 1, 25, 50, 80

Dracon

Monsterfolk Race

Dragon-like folk hailing from the northern mountains, Dracons are well known for their heavy resistances and variety. Regarded as the physically strongest of monsterfolk (contended by Minotaurs). Dracon culture is very centered on strength, with the strongest being leaders of immense hives. All Dracons are hermaphrodites, meaning they have both sexes. Like Seahorses, Dracons will battle for dominance during mating seasons to determine who "gets to be the male".

Dracons Have the following traits:

  • Size. Standing between 5 and 7 feet, Dracons size is medium.
  • Draconic Feature. As a Dracon, you get to pick one of the three following features. This is your draconic manifestation.
    • Wings. You gain a flying speed of 40ft. In addition, you may make a wing attack as a bonus action. It uses STR, and does 1d4 bludgeoning damage.
    • Maw. You gain a bite attack. As a bonus action, you may deal 1d6 piercing damage, using STR or AGI. In addition, once per day you may breathe a chosen elemental attack. One creature in front of you must make an AGI save against your STR, TOU, or PER score. On a fail, they take 5d8 of that chosen elemental damage.
    • Scales. You gain resistance to Cold, Fire, and Lightning damage. In addition, you gain a tail, giving you advantage on all checks having to do with balance or climbing.
  • Hermaphrodite. You have both sexes. If you previously did not have both sexes, you may allocate some points from one score to the other, or you may have the other start between 1 and 4.
  • Ability Scores. Your STR increases by 2, PER by 1, and your CHA goes down by 1.
  • Heat Thresholds. 70, 90
  • Oviparous. Dracons lay eggs. After 1 week of being inseminates, they lay 1d8 eggs. These eggs take 2 months to hatch, have an AC of 18, and 1 HP.

Sne'Ka

Monsterfolk Race

A matriarchical culture of lizard/snake like people, Sne'Ka are known for their large broods. A mostly antisocial race, not much is known about these lizard-like beings, except that they are usually made of clutches of males that worship a single female queen. They mostly live in the Crimson Isles to the north, however some live near the bases of giant mountains, worshipping giant dragons. Unlike Kobolds, however, this race usually does not employ their servitude to other stronger races.

Sne'Ka males Have the following traits:

  • Size. Sne'Ka are anywhere between 3 and 4 feet tall. Their size is small.
  • Great Senses. Sne'Ka can smell insanely well. You have advantage on all PER roles that have to do with locating something or someone. In addition, you can not be suprised, and you can detect all creatures that are within 15ft. of you.
  • Charcoal Skin. Sne'Ka usually have pitch black skin, the males having red or blue stripes on their underbellies or near their penises.
  • Ability Scores. Your PER increases by 2, and your AGI by 1. Your STR goes down by 1.
  • Heat Thresholds. 10, 50, 80

Sne'Ka females Have the following traits:

  • Size. Sne'Ka stand between 6 and 7 feet tall. Their size is Medium.
  • Pheremones. Your body can secrete sickeningly sweet pheromones to attract mates or to detract predators. If you spend 1 MP as a reaction, you can make any hostile creature make a PER saving throw against your PER score. On a failed check, they are frightened of you for one round. If around any other reptile-like species, their heat scores go up by 50 if they fail the save, willingly or not.
  • Charcoal Skin. Sne'ka usually have charcoal black skin, with the females having bright purple markings on their underbellies and around their vaginas. These patterns are regarded as beautiful, and are sometimes even sketched over and drawn by artistic members.
  • Ability Scores. Your PER increases by 2, and your CHA by 1. Your STR goes down by 1.
  • Heat Thresholds. 60, 100

F'grotheh

Monsterfolk Race

F'grotheh are an amphibious race that mostly resemble common frogs. They are native to the northern swamps, and have large communities that accept anyone who is kind. One of the most social monsterfolk races next to slimes, F'grotheh are known to turn willing visitors into one of their own to allow them to live easier in the swamps of their natural habitats.

F'grotheh Have the following traits:

  • Size. F'grotheh stand between 3 and 6 feet tall. Their size can be small or medium.
  • Slick Skin. F'grotheh skin is insanely slick, allowing them to dodge more than they should be able to. When not wearing armor, your AC becomes a 15.
  • Amphibious. F'grotheh can breathe both air and water.
  • Ability Scores. Your AGI goes up by 2, and your CHA by 1. Your INT goes down by 1.
  • Heat Thresholds. 50, 80
  • Oviparous. F'grothehs lay eggs. After inseminated, female F'grotheh lay 2d100 eggs in water. These eggs take 2 weeks to hatch as tadpoles, then another 3 months to mature into F'grotheh. These eggs and tadpoles have an AC of 12, and 1 HP.

Merfolk

Known for their diversity, Merfolk come in many different shapes and sizes. They are best known around Seostria for their megacity known as Navaloche, which studies and experiments with mana and batteries. Due to these studies, Navaloche is able to be a bright jewel deep in the depths. They allow almost nobody into their territories, and typically enslave those who breach their territory.

They typically come in three different subraces. Finned, Gilled, and Sirens. The Finned resembling humanois, with two legs. The Gilled, which can only breath in water, and resemble common Axolotls. And the Sirens, very rare types that have traits of both subraces.

Finned Merfolk Have the following traits:

  • Size. Finned Merfolk stand anywhere between 5 and 6 feet, their size is medium.
  • Hyper Coagulation. You don't bleed like other races, as your blood coagulates almost as soon as it hits the air. Because of this, you are immune to the bleeding condition, and you take normal damage from critical hits.
  • Amphibious. Finned Merfolk can breathe both air and water.
  • Ability Scores. Your TOU score goes up by 2.

Gilled Merfolk Have the following traits:

  • Size. Gilled Merfolk are anywhere between 7 and 12 feet long. Their size is Medium or Large.
  • Gatherer. Gilled Merfolk have sticky hands able to gather up almost everything they touch with immense efficiency. Whenever looting gold, alchemy ingredients, or potions, you gain 1d10 more of what you were originally gathering.
  • Aquatic. You can only breathe water. In addition, you have a swimming speed of 45ft., and a walking speed of 5ft.
  • Ability Scores. Your AGI score goes up by 2.
  • Heat Thresholds. 50, 70, 100

Siren Merfolk Have the following traits:

  • Size. Sirens stand between 6 and 7 feet tall. Your size is medium.
  • Siren's Voice. Whenever talking to another creature, each sentence increases their heat score by 1%. In addition, you have advantage on charming other creatures, and you are immune to being charmed or dominated.
  • Body Markings. Despite only being able to breathe air, your body is dominated with markings of the ocean and water. They usually are of a different color than your skin, and detail things about your past, or of ocean gods. They appear randomly.
  • Ability Scores. Your CHA score goes up by 2.
  • Heat Thresholds. 80, 100

Meduseli

Monsterfolk Race

Cruel creatures hailing from ancient krakens, these jellyfish-like beings are known for sinking ships in gangs just for the fun of it. They live deep within the ocean in large megahives, all giving to one king. Meduseli glow in the abyss, allowing them to see, and many ranch different deep sea aquatic creatures for food, or companionship.

Usually transparent, or semi-transparent, their flesh can glow any color on the rainbow. Sometimes, clear Meduseli who drink potions will glow the color of the stimulant.

Meduseli Have the following traits:

  • Size. Meduseli are between 6 and 15 feet long. Your size is medium or large.
  • Stinging Skin. Your flesh is able to sting and burn those who touch you. If any creature makes a Natural attack or Unarmed strike against you, they take 2d6 poison damage.
  • Glowing. You glow a bright color based on the tone of your flesh. This glow extends for 4 feet of bright light.
  • Ability Scores. Your CHA score increases by 2, your TOU by 1. And your STR decreases by 1.
  • Heat Thresholds. 60, 100

Harpie

Monsterfolk Race

Large beautiful bird-like people, these humanoids possess both mammalian and avian traits. They resemble your typical human, except that both arms are wings, they have talons instead of feet, and large tail feathers. Harpies are known to go incredibly senile as they age, sometimes going completely insane by age 60. Their feathers are usually some shade of blue, however, other colors manifest in patterns or by themselves often.

Harpies Have the following traits:

  • Size. Harpies stand between 5 and 6 feet. Your size is medium.
  • Wings. Harpies have large wings instead of hands. This makes it difficult to wield weapons or cast spells, but gives a flying speed of 50ft.. Because of this difficulty to wield weapons, if you ever roll a 1, or an enemy rolls a critical hit against you, you drop your weapon, and must spend a bonus action to pick it up again.
  • Feathered Body. Your body is made up of colorful feathers, usually covering your thighs and wings. However, they may cover other areas.
  • Ability Scores. Your PER goes up by 2, your CHA by 1. And your AGI goes down by 1.
  • Heat Thresholds. 20, 50, 70
  • Oviparous. Harpies lay eggs. After a female is inseminated, Harpies lay 1d4 eggs 1-2 days later. These eggs take 3 months to hatch, have an AC of 10, and 10 HP.

Insek'Ta

Monsterfolk Race

The bee folk of the west, Insek'Ta are most well known for their reclusiveness and hive structures. Their large fuzzy bodies usually have layers of chitinous protection underneath, and they are known to be able to psychically connect to and talk to other Insek'Ta within a mile radius!

Insek'Ta Have the following traits:

  • Size. Insek'Ta stand between 4 and 6 feet. Their size is medium.
  • Psychic Link. Insek'Ta are able to psychically communicate with one another within a 1 mile radius, communicating simple ideas, to complex sentences.
  • Flight Insek'Ta have large wings on their backs that allow flight. You gain a flying speed of 30 feet, and you may use a reaction to fly this speed if you hadn't flown on your main turn.
  • Chitin. Your body has large plates underneath that keep it protected, you gain a +1 to AC.
  • Ability Scores. Your AGI increases by 2, and your INT by 1. However, your TOU decreases by 1.
  • Heat Thresholds. 10, 50, 60, 80
  • Oviparous. Insek'tas lay eggs. After a female is inseminated, they lay 1d12 2-3 days later. These eggs take 1 week to hatch, have an AC of 8, and 2 HP.

Florage

Monsterfolk Race

Beautiful flower and plant-like people, the Florgae live in the same region as the Insek'Ta in the far west. Despite being very solitary creatures, it is very common that Florgae and Insek'Ta will form close bonds with each other, the bonded Florgae living near Insek'Ta hives to visit with their partners daily. Florgae who live completely alone are known to grow large, creating networks of vines and becoming stationary, flowering with hundreds of distinct colors.

Florgae Have the following traits:

  • Size. Florgae stand between 5 and 7 feet tall. Your size is medium.
  • Natural Beauty. Your body is made up of stems, woods, or flowers. This causes you to have a natural sense of beauty to you, and creatures who are able to perceieve aesthetic beauty are able to become easily attracted to you.
  • Flame Fearing. You are weak to Fire damage.
  • Vines. You possess a colony of vines that you can control. These vines hide within your body until they are used. You have 4 of them, and when used, they can be treated as other arms, capable of holding weapons and casting spells. They can use STR or AGI, and if a pair of vines is not holding anything or casting any spell, they add 1 to your AC.
  • Ability Scores. Your AGI increases by 2, and your CHA by 1. However, your PER decreases by 1.
  • Heat Thresholds. 100 or N/A

El-Odeh

Monsterfolk Race

Large slug like creatures, the El-Odeh do not hail from any region. These are the most recent monsterfolk, as they were created by a group of Swamp Pyromancers as a form of cursing another individual. Living as an El-Odeh is nigh impossible, and those who fall to it's curse turn into permanently sex-crazed maniacs for the rest of their existence.

El-Odeh Have the following traits:

  • Size. Between 5 and 6 feet long, and 4 and 5 feet tall, El-Odeh are Medium creatures.
  • Sex Craze. These creatures are unable to think much else besides to breed.
  • Hermaphrodites. These creatures have both sexual parts.
  • Ability Scores. STR +5, TOU +5, INT -15, CHA -15
  • Permanent Heat. El-Odeh's Minimum Heat score is 100%
Eskari

Monsterfolk Race

Known for their demon-like appearance, the Eskari are a grouping for three different races. Their culture is based heavily around intelligence and magic, those who are able to cast powerful spells have political power, and those without magic are treated like slaves. While social, their societies are common to discriminate based on magical capacity.

The Eskari have three main types, known as the Horned, the Impish, and the Succubi. Horned are the least magically gifted, and the ones usually out in the world. Impish are mediocre on magical capacity, and Succubi are the strongest magically.

Horned Have the following traits:

  • Size. Between 5 and 6 feet tall, their size is medium.
  • Hellish Resistance. With thick skin, Horned Eskari resist fire damage.
  • Colorful. Your eyes, skin, horns, and blood can all be any color of the rainbow. In addition, you have a pair of horns, and your choice of a tail, hooves, or fangs.
  • Ability Scores. Your CHA increases by 2.

Impish Eskari Have the following traits:

  • Size. Standing between 3 and 4 feet, their size is small.
  • Wings. Impish Eskari have a pair of wings that allows them to fly 20ft. per turn.
  • Servitude. Impish Eskari are naturally born servants, and as such, are weak to Domination, Hypnosis, Submissive, and Charmed conditions.
  • Brimstone Flesh. Impish Eskari skin is either a deep purple or a crimson red, in addition, their eyes are usually yellow or white.
  • Ability Scores. Your CHA increases by 2, and your AGI by 1. Your STR decreases by 1.
  • Heat Thresholds. 20, 50, 70

Succubi Have the following traits:

  • Size. Standing between 5 and 7 feet tall, their size is medium.
  • Magically Gifted. Succubi are born with an innate sense of magic and how it works. They learn 1 cantrip, and 1 1st level spell from the Pyromancer spell list. They can cast these spells without spending mana.
  • Tattoos. Eskari are almost exactly like humans in physical looks, the only difference in that their bodies are typically marked with magical tattoos that glow. These tattoos have different effects depending on their symbol, but usually curse the Succubi in some sexual way.
  • Effeminate. Succubi are cursed to be effeminate in all ways, even if a male, they will resemble a girl in one way or another.
  • Ability Scores. Your CHA increases by 3, but your STR decreases by 2.
Succubi Tattoo Examples
  • Domination. The Eskari cannot make decisions on their own, and upon first contact with another creature, they will have to obey their every command.
  • Breedgasm. The Eskari's heat will be set to a permanent 100 until they are inseminated. Once another creature inseminates them, they are forced to be in a permanent orgasm until their body either absorbs the cum, or the tattoo is removed.
  • Magical Heat. Magic sends this creature into a horny rage, forcing them to become insanely horny at just casting a spell. Every time this creature is targeted by magic, or they cast a spell, their minimum heat score increases by 10.

Thank You

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Inspired by the likes of Pokemon, Dark Souls, Darkwood, Monster Hunter, D&D 5th Edition, Terraria, Dead By Daylight, and The Parallel Realms

Cover Art: Kieran Yanner

 

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