Voyage to Aquethya (2014)

by Euki

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Voyage to Aquethya
D&D 2014

Introduction

Embark on an epic journey through the fathomless expanses of Aquethya, a world teeming with enigmatic civilizations, ancient mysteries, and untold treasures waiting to be discovered. Immerse yourself in the secrets of the depths through a diverse array of new subclasses and feats, offering adventurers the means to harness the power of the sea in unprecedented ways. Are you prepared to brave the uncharted waters and leave an indelible mark upon the submerged tapestry of Aquethya's history ?

Table of Contents

World of Aquethya

Welcome to Aquathea, a world of mystical allure and aquatic wonders. Imagine a realm where the vast expanse of water reigns supreme, painting the landscape with shimmering reflections of the heavens above. It is a place of ethereal beauty, where the mysteries of the deep hold secrets as ancient as time itself.

Legend whispers that Aquathea began as a submerged kingdom, guarded by the primordial might of an ancient abyss dragon. Within its fathomless depths, the very essence of life pulsed with an enigmatic energy, entwining the destinies of all who dared to venture into its watery embrace. This formidable guardian reigned unchallenged, its presence a force to be reckoned with, until the emergence of another legendary being.

The rise of the ancient earth dragon marked a pivotal turning point in Aquathea's history. In a daring act of rebellion, the earth dragon contested the dominion of the abyss dragon, igniting a cataclysmic clash that resonated across the very fabric of the world. The colossal battle raged fiercely, shaking the foundations of the submerged realm and reshaping its contours, until the conflict culminated in a profound transformation.

The aftermath of this legendary war left Aquathea adorned with scattered islands and archipelagos, rising like emerald jewels from the cerulean depths. These newfound lands, adorned with verdant foliage and thriving ecosystems, became the cradle of life for a multitude of civilizations. Here, amidst the tranquil lull of lapping waves and the gentle caress of sea breezes, an array of cultures emerged, each weaving their own tales of resilience and ingenuity against the backdrop of an ever-evolving aquatic world.

Today, Aquathea stands as a testament to the enduring spirit of adaptation and the relentless perseverance of life. Its inhabitants, blessed with an intimate bond with the enigmatic waters that surround them, continue to unravel the mysteries of their origin, paying homage to the ancient dragons whose legacy echoes through the depths of time. Whether navigating the intricate network of submerged caves, exploring the lush marine forests, or harnessing the latent energies that permeate the oceanic currents, the allure of Aquathea beckons adventurers and dreamers alike to delve into its mesmerizing depths and unearth the secrets that lie hidden beneath its liquid veil.

The Land of Water

Within the Land of Water in Aquethya, one finds a delicate equilibrium between the graceful dance of marine life and the whispering melodies of submerged forests. Delve beneath its glistening surface to witness a vibrant world where the iridescent hues of corals and the gentle sway of aquatic flora create an ethereal symphony that resonates throughout the depths.

Alcyonacea Kingdom

Alcyonacea is a sprawling kingdom that reigns over the magnificent realm of Aquethya. Nestled amidst the gentle embrace of coastal waters and a thriving, dense reef, this kingdom stands as a beacon of harmonious coexistence between the terrestrial and aquatic worlds. Its diverse populace is composed of two prominent races, the humans and the merfolks, including sea elves and other semi-aquatic beings, who have long embraced the riches of the ocean and the bounties of the land.

Famed for its breathtaking coastal vistas and the rich cultural tapestry woven by its inhabitants, Alcyonacea is celebrated as the largest kingdom in the entire expanse of Aquethya, fostering an environment where land and sea converge in perfect unity.

Geography and Climate

The island itself is a sprawling coastal island located within the magnificent world of Aquethya. Situated amid breathtaking coastal waters and encircled by dense, vibrant coral reefs, it resides the kingdom of Alcyonacea. Regarded as the largest and most prominent kingdom in Aquethya,

The kingdom's geographical expanse is a captivating amalgamation of enchanting coastal landscapes, sprawling beaches, and intricate underwater ecosystems.

Its proximity to the ocean endows Alcyonacea with a temperate and maritime climate, characterized by mild temperatures, gentle sea breezes, and occasional tropical storms that add to the drama of its natural allure.

Economy and Trade

With its strategic location and abundant coastal resources, Alcyonacea has developed a robust economy centered around maritime trade, fishing, and coral harvesting. The kingdom's bustling ports and harbors serve as vital hubs for regional and international trade, facilitating the exchange of goods, cultures, and ideas. Its bustling markets are renowned for the variety of exotic marine products, crafts, and delicacies that reflect the kingdom's unique coastal identity.

Government and Administration

Alcyonacea operates under a monarchy that has fostered a stable and prosperous governance system. The royal family, revered for its longstanding history and dedication to the welfare of its citizens, plays a pivotal role in guiding the kingdom's policies and initiatives. A council of esteemed advisors and officials assists the monarchy in matters of administration, diplomacy, and the preservation of the kingdom's natural resources.

Alcyonacea stands as a testament to the captivating beauty of coastal life and the resilience of a kingdom intertwined with the rhythms of the sea. Its rich history, vibrant culture, and breathtaking landscapes make it a cherished jewel within the realm of Aquethya

Point of Interests

Below are the point of interests nearby or within the kingdom of Alcyonacea.

Diploria Gate

a marvel of Aquethya's enchanting prowess, that marks the entry point to the Alcyonacea Kingdom. This monumental structure is composed of a towering wall of water, defying conventional physics as it effortlessly rises against the forces of gravity. Crafted through ancient and intricate water magic, the gate serves as a breathtaking testament to the kingdom's profound connection with the ocean's mystical energies.

As an awe-inspiring symbol of the kingdom's advanced magical expertise, Aqua Arcanum stands as a protective threshold, guarding the kingdom against external threats while allowing safe passage for those granted entry.

Physalia Town

Physalia Town, situated at the boundary of the Alcyonacea Kingdom, is an innovative floating settlement that adapts to the coastal tides and water levels. Its resilient inhabitants lead a dynamic lifestyle, navigating the coastal waters with agility and forging a deep connection with the marine environment. The town is filled with fishermen and potential sailors. It is also fostering a strong sense of community and shared identity.

Governed by a council of visionary leaders, Physalia Town stands as a testament to the human capacity for adaptation and harmonious coexistence with the natural world.

Its agile design allows the town to adapt and relocate, ensuring the safety and well-being of its populace in the face of changing environmental dynamics. The residents of Physalia Town have developed a distinct way of life, marked by resilience, adaptability, and a profound connection to the ebb and flow of the ocean currents.

Acropora Archipelago

Embracing the melody of the ocean's chorus, the Acropora Archipelago resonates with the vibrant energy of a thriving community. Here, coral reefs interlace the expanse, painting a colorful mosaic under the sun's gentle caress. Amidst the gentle swaying of the seaweed and the graceful dance of sea creatures, aquatic denizens flock to these serene shores, fashioning a world where harmony and unity transcend the boundaries between land and sea.

A sense of peace permeates the air, as laughter and the soft whispers of aquatic tales weave together, echoing the profound bond shared by those who call this luminous paradise home.

Montastraea Arcane Nexus

Nestled at the heart of Alcyonacea Island, Montastraea Arcane Nexus stands as a prestigious institution dedicated to the discovery and preservation of magical knowledge. Founded centuries ago by five ancient dragons, the Nexus serves as a beacon of enlightenment, attracting scholars from diverse backgrounds to its sprawling campus.

At its core lies the Biblioplex, a vast, labyrinthine library that houses the collective magical wisdom of countless worlds, serving as the intellectual hub for students and faculty alike.

The university's mission emphasizes the exploration of diverse magical disciplines and philosophies, encouraging students to delve into various fields to understand the greater whole. Surrounded by the lush landscapes of Alcyonacea Island, the Nexus offers an inspiring environment where the pursuit of arcane mastery flourishes amidst the island's natural beauty.

Orbicella Exarchate

Nestled beneath the Natuna Ocean, northeast of Alcyonacea Island, the Orbicella Exarchate is a magnificent underwater citadel governed by an exarchate system, where the Exarch holds supreme authority over both civil and military affairs. This resplendent metropolis, constructed from luminescent corals and bioluminescent flora, emits a mesmerizing glow that illuminates the surrounding ocean depths.

As the nexus and central hub of all underwater races of Aquethya, the Exarchate serves as a gathering place for diplomacy, trade, and arcane scholarship, fostering unity among the ocean’s diverse civilizations. With its cultural influence stretching across the deep, the Orbicella Exarchate stands as a testament to the harmonious coexistence of its inhabitants with the enchanting underwater realm.

Geography and Climate

The Orbicella Exarchate lies deep beneath the Natuna Ocean, nestled within a vast marine trench surrounded by towering underwater cliffs and sprawling coral gardens. Its geography is defined by labyrinthine reef systems, thermal vents that warm the deep waters, and bioluminescent flora that illuminate the seafloor with an ethereal glow. Strong ocean currents flow around the citadel, creating natural barriers that make navigation challenging for outsiders. The only known entrance to the Orbicella Citadel is through Stylaster Atoll, a breathtaking coral reef atoll teeming with vibrant marine life.

Economy and Trade

As a major economic power beneath the Natuna Ocean, Orbicella trades deeply with the bustling markets of the Acropora Archipelago, a network of island traders along the shores of Alcyonacea Island. The Exarchate’s economy is built on the export of rare deep-sea resources, including enchanted corals, bioluminescent algae, and precious pearls infused with arcane energy. In return, Acropora traders supply the citadel with surface-forged metals, exotic textiles, and alchemical reagents unavailable in the depths.

Trade routes between the two regions are carefully maintained, with merchant fleets navigating the treacherous ocean currents to reach Stylaster Atoll, the only sanctioned gateway into Orbicella. These exchanges have fostered a long-standing economic alliance, ensuring a steady flow of goods and cultural influences between the underwater realm and the surface world of Alcyonacea.

Government and Administration

The Orbicella Exarchate operates under a theocratic Exarchate system, where the Exarch is both the political leader and the high priest of the Abyssal Dragon, an ancient deity believed to rule the primordial depths of the Natuna Ocean.

The Exarch's authority is seen as divinely ordained, with decisions on all matters, from governance to trade, guided by the will of the Abyssal Dragon. The Exarch is advised by the High Oracles, a group of mystics who interpret divine omens and ensure that all actions align with the deity’s teachings.

The Exarchate's society revolves around worship, with mandatory ceremonies and sacred pilgrimages to sites believed to be linked to the Abyssal Dragon's power, cementing the deep connection between faith and governance.

Point of Interests

Below are the point of interests nearby or within the Exarchate of Orbicella.

Stylaster Atoll

Stylaster Atoll is a sprawling, radiant reef formation that serves as the only known gateway from the surface world into the depths of the Orbicella Citadel. Encircling a vast oceanic trench, the atoll is a living maze of vibrant corals, swaying kelp forests, and glowing marine flora, teeming with life and arcane energy. From above, it appears as a glittering ring upon the Natuna Ocean, but beneath its beauty lies a carefully guarded descent.

Natuna Ocean

Natuna Ocean, a vast expanse of shimmering waters, stretches along the periphery of the Orbicella Exarchate, revealing a world teeming with enigmatic marvels and undiscovered wonders. Within its depths lie an abundance of fantastical creatures, each weaving tales of mystery and intrigue into the tapestry of Alcyonacea's lore. The fabled underwater city of Orbicella, hidden beneath the ocean's surface, whispers of an ancient civilization steeped in magic and mystique. Though the waters are tamed in this area, further travel beyond this area is strongly not recommended.

Eternity Whirlpool

The colossal perpetual whirlpool, forever in motion within the depths of the Natuna Ocean, commands both awe and fear. Its relentless churning waters embody the unyielding power of nature, capable of consuming all in its path.

In response to this eminent threat, the resourceful inhabitants of the Orbicella Citadel have engineered a remarkable defense mechanism, known as the wave crasher. Strategically positioned along the citadel's periphery, these imposing structures stand as bulwarks against the encroaching force of the eternal whirlpool, safeguarding coastal cities and settlements from its relentless advance.

Niero Trench

Niero Trench, an expanse of desolate emptiness veiled within the fathomless depths of the Natuna Ocean, stands as an enigmatic void shrouded in mystery. Unyielding and profound, its yawning chasm offers no solace or guidance to those who dare to brave its depths. Not even the intrepid denizens of the Orbicella Citadel have ventured into its depths, for its labyrinthine pathways confound the senses and render navigation impossible.

Dangerous Waters

Whilst the Natuna Ocean is within the governed area of Orbicella Exarchate, the Niero Trench and Eternity Whirpool aren't. These two are the most notoriously dangerous waters of Aquethya.

Salixa Oligarchy

Salixa, an island enveloped in lush tropical jungles, serves as the vibrant home to the world's busiest market city in Aquethya. Drawing traders and adventurers with its vibrant commerce and rich cultural experiences amidst its lush natural setting to set up shops.

Geography and Climate

Economy and Trade

Government and Administration

Point of Interests

Below are the point of interests nearby or within the island of Salixa.

Ceiba City

Ceiba City, renowned as the world of Aquethya's most vibrant market hub, pulsates with the energy of trade and commerce.

However, beneath its bustling façade lurks a shadowy underbelly teeming with the most wanted criminals, fostering a cutthroat environment that demands shrewdness and resilience from its inhabitants and aspiring entrepreneurs alike.

Despite its reputation, the city thrives as a melting pot of diverse cultures, offering an array of exotic goods, tantalizing culinary delights, and a rich tapestry of lively entertainment, all underscored by an ever-present air of intrigue and danger.

Gemma Mining Town

Gemma Mining Town, ensconced within the embrace of a colossal crystal cluster, thrives as the primary source of wealth and prosperity for the kingdom of Alcyonacea.

Located adjacent to the imposing cavernous mountain pass that leads to Ceiba City, this industrious settlement buzzes with the relentless toil of miners seeking to unearth precious gemstones and rare minerals.

Despite the grueling nature of their labor, the town exudes an air of tenacity and resilience, with its stalwart residents proudly contributing to the kingdom's flourishing treasury.

Myxomycota Cavern

Nestled within the heart of Aquethya lies the enigmatic Myxomycota Cavern, a colossal mountainous abyss shrouded in mystique. Enigmatic tales of the legendary Myxomycota, a colossal green ooze, have long captivated the imaginations of daring travelers. Those fortunate enough to cross paths with this elusive creature often find themselves engaged in an otherworldly encounter.

While some have escaped unscathed, having earned its favor through intriguing conversations or offered gifts, others have met a grim fate, succumbing to the creature's insatiable hunger and becoming its next meal.

Amherstia Rainforest

An expanse of amid the resplendent greenery lies a perilous domain, where the ominous presence of giant arachnids and cunning giant reptilian predators imbues the forest with an air of trepidation. These cunning creatures have adapted to wield weaponry, blending primal savagery with modernized combat techniques, making the Amherstia Rainforest a captivating yet dangerous realm, teeming with untold secrets and unforeseen perils.

On the fringe of the perilous Amherstia Rainforest, Makaurau Village is a resilient haven, sheltering inhabitants from the untamed creatures of the rainforest.

Kaifuku Island

The Kaifuku Islan is a place of rest. The land of resting souls. Some people says that it is the land of the spirits that ends their journey to either finish their business or eternally live in peace. The resident of Kaifuku Island bear no relevance in the constant bickering between factions of the dragons. They remain neutral and close themselves from the public eye, but still in the jurisdiction of Alcyonacea Kingdom itself.

Point of Interests

Below are the point of interests nearby or within the island of Kaifuku.

Seigyo City

An illustrious capital of Kaifuku Island, thrives under the wise and benevolent rule of its Empress. Nestled along the pristine shores of a picturesque beach, this vibrant city is characterized by its towering buildings that pierce the sky and serves as a vital hub of commerce and activity.

Though Seigyo City operates as a queendom, it remains an integral part of the Alcyonacea Kingdom, harmoniously blending its unique cultural heritage with the overarching governance of the kingdom.

Tenkūyama Mountains

The majestic Tenkūyama Mountains rise grandly into the clouds, crowned by a thriving civilization of crafty elves who call the lofty peaks home. These ingenious inhabitants have mastered the art of creating intricate wing suits, allowing them to gracefully glide between the mountain tops in a breathtaking dance with the wind.

The mountains themselves are a natural marvel, with an abundance of cascading waterfalls that provide both sustenance and splendor to the elven community.

Ōgatawaru Gate

This torii gate stands as a colossal remnant of an ancient, ominous shrine, shrouded in mystery and time. Towering and imposing, this ruined gate rises from the landscape, its origins and purpose lost to history.

Despite its cryptic past, the gate holds significant cultural importance, serving as the final destination of a grand parade that takes place during a unique festival held once every five years. During this rare event, the community gathers to celebrate and pay homage to the enigmatic structure, weaving the Ōgatawaru Gate into the living fabric of local tradition and folklore.

Uetara Lake

A serene and mystical body of water, is whispered to be the final resting place for souls who have wandered the land for too long, seeking to complete their earthly business. Nestled in a tranquil valley, the lake's calm, mirror-like surface is often cloaked in an ethereal mist, enhancing its otherworldly allure.

Locals speak in hushed tones of the lake's gentle, inviting waters, believed to offer solace and peace to weary spirits. The air around Uetara Lake is imbued with a sense of quiet reverence, making it a sacred and contemplative haven for both the living and the departed.

Umikai Port Town

a bustling coastal hub, serves as the vital gateway between Kaifuku Island and Alcyonacea Island. Nestled along the shoreline, the town is alive with the vibrant activity of sailors, merchants, and travelers preparing for their voyages across the sparkling waters. The harbor is dotted with an array of ships, from grand vessels to humble fishing boats, all playing a role in the thriving maritime trade.

With its charming seaside atmosphere and strategic importance, Umakai Port Town is not only a crucial link between islands but also a lively community where the spirit of adventure and commerce converge.

Character Creation

Embark on a journey through the enchanting realm of Aquethya, where mystic energies intertwine with the tapestry of existence, shaping destinies and forging heroes. As you delve into the depths of character creation, immerse yourself in the rich tapestry of Aquethya's history, culture, and boundless wonders. Uncover the secrets of forgotten lineages, harness the arcane forces that ebb and flow through the land, and carve your name into the annals of Aquethya's timeless legends.

Within these hallowed pages, discover the means to craft a persona that resonates with the heart of Aquethya's ever-shifting realms. Dive into the wellspring of character options, where the light of valor and the shadow of ancient enmities dance in delicate balance. Embrace the spirit of creativity and forge a character that reflects your vision, as you set forth on a quest to unravel the mysteries that lie beyond the horizon. The fate of Aquethya awaits your arrival, ready to embrace the tales of heroes yet untold.

Chroniclers

A figure dedicated to preserving and sharing the world's stories. With tomes brimming with ancient lore and records of past deeds, Chroniclers serve as both historians and storytellers, capturing every tale—from the mundane to the mythic. Their powers arise from their vast knowledge, allowing them to inspire allies with powerful narratives, recall crucial details from history, and subtly shape reality by channeling the essence of timeless tales. Chroniclers offer protection through spoken wards, bolster courage or caution with legendary examples, and tap into hidden energies through recorded wisdom, standing as both guardians of history and powerful wielders of lore.

Inquisitive Story Makers

Chroniclers are curious story-weavers, always seeking to create and capture new tales. Driven by a hunger for hidden narratives, they travel far and wide, recording encounters and inspiring others to become part of their growing collection of legends. Their curiosity pulls them into strange places and forgotten ruins, where each discovery becomes a thread in their tapestry of stories. Chroniclers don’t just observe—they shape the stories they tell, breathing life into ancient lore and giving voice to new legends.

The Power of Words

Chroniclers wield the "Power of Word," channeling the magic within language to shape reality. By speaking certain phrases or recounting legendary deeds, they grant their companions strength or shield them from harm. The "Power of Word" allows Chroniclers to bend fate, turning stories into spells and transforming simple words into forces of influence. Through this gift, they shape the world as much with their voices as with their actions.

Multiclassing and the Chronicler

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Chronicler as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least an Intelligence and Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a Chronicler.


Proficiencies Gained: If Chronicler isn't your initial class, here are the proficiencies you gain when you take your first level as a Chronicler: light armor, calligrapher's supplies, cartographer's tools.

Chronicler

Spell Slots per Spell Level

Level
Proficiency Bonus
Features
Stories Known
Cantrips Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Storytelling
2
2
2 - - - - - - - -
2nd +2 Gossip
2
2
3 - - - - - - - -
3rd +2 Epic Tale, Jack of All Trades
3
2
4 2 - - - - - - -
4th +2 Ability Score Improvement
3
3
4 3 - - - - - - -
5th +3 Showmanship
3
3
4 3 2 - - - - - -
6th +3 Epic Tale Feature
3
3
4 3 3 - - - - - -
7th +3 Foreshadowing
4
3
4 3 3 1 - - - - -
8th +3 Ability Score Improvement
4
3
4 3 3 2 - - - - -
9th +4 Sequel
4
3
4 3 3 3 1 - - - -
10th +4 Magical Secrets
4
4
4 3 3 3 2 - - - -
11th +4 Showmanship Improvement
5
4
4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement
5
4
4 3 3 3 2 1 - - -
13th +5 Gossip Improvement
5
4
4 3 3 3 2 1 1 - -
14th +5 Magical Secrets
5
4
4 3 3 3 2 1 1 - -
15th +5 Epic Tale Feature
5
4
4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement
6
4
4 3 3 3 2 1 1 1 -
17th +6 Climatic Ending
6
4
4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets
6
4
4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement
6
4
4 3 3 3 3 2 1 1 1
20th +6 Epic Boon
7
4
4 3 3 3 3 2 2 1 1

Class Features

As a Chronicler, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Calligrapher's supplies, cartographer's tools
  • Saving Throws: Wisdom, Intelligence or Charisma
  • Skills: Choose three skills from Arcana, History, Insight, Investigation, Medicine, Nature, Performance or Religion

Equipment

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

  • (a) a shortsword or (b) a light crossbow and 20 bolts
  • (a) a scholar's pack, (b) an explorer's pack or (c) an entertainer's pack
  • A leather armor and a dagger
  • A component pouch
  • A story book

Spellcasting

You have learned to use the words to recreate tales and conjure its fantastical magic into reality.

Cantrips

You know two cantrips of your choice from the chronicler spell list. You learn additional chronicler cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chronicler table.

Story Book

Starting on your 1st level, you have a story book containing six 1st-level chronicler spells of your choice. This book is the catalyst of your inspiration and ideas.

You'll gain more spells as your journey goes. If you lost your story book, you can create it back by undergoing a 1 hour long ritual with an empty book.

The spells that you add to your story book as you gain levels reflect the stories you wrote on your own, as well as legendary tales in the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book.

When you find a chronicler spell of 1st level or higher, you can add it to your story book if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your story book involves reproducing the basic form of the spell, then understanding the story that the chronicler who wrote it intend it to be. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your story book using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book.

You can copy a spell from your own story book into another book-for example, if you want to make a backup copy of your story book. This is just like copying a new spell into your story book, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your story book, you can use the same procedure to transcribe the spells that you have prepared into a new story book. Filling out the remainder of your story book requires you to find new spells to do so, as normal. For this reason, many chroniclers keep backup story books in a safe place.

The Book's Appearance.

Your story book is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous story book in a mishap.

Preparing and Casting Spells

The Chronicler table shows how many spell slots you have to cast your chronicler spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of chronicler spells that are available for you to cast. To do so, choose a number of chronicler spells from your story book equal to your Intelligence or Charisma modifier + your chronicler level (minimum of one spell). The spells must be of a level for which you have spell slots.

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

You can change your list of prepared spells when you finish a long rest. Preparing a new list of chronicler spells requires time spent studying your story book and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

You can use your Intelligence or Charisma as your spellcasting modifier for Chronicler spells, since your power originates from your knowledge and creativity in reading and creating stories. You use your Intelligence or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence or Charisma modifier when setting the saving throw DC for a Chronicler spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence or Charisma modifier

Spell attack modifier = your proficiency bonus +

your Intelligence or Charisma modifier
Ritual Casting

You can cast a Chronicler spell as a ritual if that spell has the ritual tag.

Storytelling

You are equipped with the ability to tell tales to entertain the masses with. As an action, you can begin storytelling for 1 minute. While in this state, you can use your bonus action to tell stories to spruce the atmosphere or dampen the vibe. You can abruptly end your Storytelling session without using any actions.

You can only tell one story per Storytelling duration, unless you decided to end the previous story.

You must also concentrate on this feature as you would a spell. You can concentrate on a Storytelling and a spell at the same time, and you make only one Constitution saving throw to maintain your concentration on both. When you use this feature while not in a combat encounter, creatures affected by stories only need to make 3 saving throws for each changing effects.

You can use this feature several times equal to your proficiency bonus. You will regain all uses after finishing a long rest.

Stories Told

Stories are the epitome of what determines a chronicler is. When your Storytelling feature is active, you can use your bonus action to tell stories. Stories lasts for the remaining of the Storytelling duration and has evolving effects as times goes on. The effect will change after 5 rounds and on the last round.

You gain two stories of your choice. Your story options are detailed at the end of the class description. When you gain certain chronicler levels, you gain additional stories of your choice, as shown in the Stories Known column of the Chronicler table. In addition, when you gain a level in this class, you can choose one of the stories you know and replace it with another story.

If a story calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. All stories require verbal or somatic components.

Gossip

At your 2nd level, you can do a 10 minutes conversation with a non hostile creature or any sort of beings, if both them and you understand the same language. When you do so, you gain proficiency in a skill apparent to the topic you've talk about, along with the DM's discretion.

You can use this feature several times equal to your proficiency bonus. The skill proficiency lasts until you finish a long rest.

Later on your 13th level, you can gain an Expertise instead of just a proficiency.

Epic Tales

On your 3rd level, you've been inspired by a tale that you heard some time in your journey and it motivates you to write a story based on it.

Your choice grants you features at 3rd level and again at 6th and 15th level.

Jack of All Trades

Also on your 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Showmanship

At your 5th level, your durability when telling stories has heightened to keep your stability in storytelling. At the first round, fifth round and at the last round of your Storytelling feature, you gain temporary hit points equal to either of your Intelligence or Charisma modifier (minimum of 1).

Later on your 11th level, you gain twice as much temporary hit points from this feature.

Foreshadowing

On your 7th level, you now can predict of what will happen in the story of your current adventure. After finishing a long rest, you can give yourself a saving throw proficiency of your choice. These proficiencies only lasts until you finishes a long rest.

Sequel

At your 9th level, you've mastered the ability to tell multiple tales at the same time without flaw. You can now tell two stories at the same time while your Storytelling feature is active.

In addition, you can tell two stories with the same bonus action.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Chronicler table, or a cantrip.

The chosen spells count as chronicler spells for you and are included in the number in the Spells Known column of the Chronicler table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Climatic Ending

When you reach your 17th level, you just know how to improvise and keep the story flow feels undisturbed and impeccable. As an action, you can end your Storytelling feature earlier. But when it ends this way, it counts as if your stories are already reached its last round count.

You can use this feature once before having to finish a short or long rest to be able to use it again.

Stories


The Stories below are presented in alphabetical order.

Arcane Story

Prerequisite: 7th level


You tell a magical story of a beautiful weave of arcane surge that flows through the multiverse.

Choose one creature that you can see within 30 feet of you. For the duration of this story, the following effect happens.

Rounds Count
Effect
1st Round Gain +1 to their spell Save DC
5th Round Gain +2 to their spell Save DC
10th Round Gain +3 to their spell Save DC
Beguiling Story

You tell a rousing story that attracts people to hear your intriguing tale of seduction.

Choose one creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature gain the following effect below. Creatures affected by this story can make another saving throw at the end of each of their turns to end the effect earlier.

Rounds Count
Effect
1st Round Charmed by you
5th Round Charmed and gain -1 penalty on all ability checks made against you
10th Round Charmed and gain -2 penalty on all ability checks made against you
Encouraging Story

You tell a story of a great battle that rouse the spirits of your partners in the battlefield. This story only affect creatures other than you.

Choose several creatures equal to your proficiency bonus 30 feet of you. For the duration of this story, they all gain the following effect.

Rounds Count Effect
1st Round Bonus +1 on any attack rolls
5th Round Bonus +2 on any attack rolls
10th Round Bonus +3 on any attack rolls
Hopeful Story

You tell a story of people in dire situation who still has their hopes and dreams to survive their predicaments.

Choose several creatures equal to your proficiency bonus 30 feet of you. For the duration of this story, they all gain the following effect.

Rounds Count
Effect
1st Round Bonus +1 on a saving throw of your choice
5th Round Bonus +2 on a saving throw of your choice
10th Round Bonus +3 on a saving throw of your choice
Illusory Story

You tell a fantastical story about creatures and legends that brings awe to your spectators.

For the duration of this story, you gain access of the Minor Illusion cantrip and you can cast it as the same bonus action as the activation of this story. For the duration of this story, the following effect happens.

Rounds Count Effect
1st Round You cast the Minor Illusion spell
5th Round The illusion size became 10 foot cube
10th Round The illusion size became 20 foot cube
Inspirational Story

You tell a very inspiring story about how people should never abandon their hopes and dreams in times of failure.

Choose 1 willing creature within 30 feet of you. For the duration of this story, they all gain the following effect.

Rounds Count Effect
1st Round Bonus +1 on any ability checks
5th Round Bonus +2 on any ability checks
10th Round Bonus +3 on any ability checks
Invigorating Story

You tell a story about the challenges of life to motivate others to be stalwart against any problems they face.

Choose several creatures equal to your proficiency bonus within 30 feet of you. For the duration of this story, they all gain the following effect at the start of your turns. This story only affect creatures other than you.

Rounds Count Effect
1st Round Gain 1d8 temporary hit points
5th Round Gain 1d10 temporary hit points
10th Round Gain 1d12 temporary hit points
Melodic Story

Prerequisite: 7th level


You tell a ballad of a story that sends your spectators dancing vigorously.

All creatures of your choice within 30 feet away from you must succeed on a Charisma saving throw to hold themselves from dancing. A dancing creature will gain the following effects for the duration of this story. Creatures affected by this story can make a Strength saving throw at the end of each of their turns to end the effect earlier.

Rounds Count Effect
1st Round Speed turns to 0
5th Round Incapacitated
10th Round Gain one level of exhaustion
Rejuvenating Story

Prerequisite: 7th level


You tell a story about creatures who can regenerate faster than you can blink.

Choose several creatures equal to your proficiency bonus within 30 feet of you. For the duration of this story, they all gain the following effect. This story only affect creatures other than you.

Rounds Count Effect
1st Round Regain 1 hit point
5th Round Regain 2 hit points
10th Round Regain 3 hit points
Serene Story

You tell a calming story to relax the stress of creatures hearing this story from you.

All other creatures within 15 feet of you must succeed on a Wisdom saving throw to avoid taking the effects listed below. Creatures affected by this story can make another saving throw at the end of each of their turns to end the effect earlier.

Rounds Count
Effect
1st Round Disadvantage on attack rolls
5th Round Disadvantage on attack rolls and Constitution saving throws
10th Round Unconscious for 1 minute
Spooky Story

You tell a horrifying story that sends chills down your spectators spine out of frights.

Choose one creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature gain the following effect for the duration of this story. Creatures affected by this story can make another saving throw at the end of each of their turns to end the effect earlier.

Rounds Count Effect
1st Round Frightened by you
5th Round Incapacitated
10th Round Stunned
Tempestuous Story

Prerequisite: 7th level


You tell a story of the elemental plane about scorching lands, savage waters and wild winds.

Point a space within 30 feet away of you. For the duration of this story, For the duration of this story, all creatures within 10 feet sphere from that point must succeed on a Dexterity saving throw at the start of each of your turn to take half as much damage from the following damages.

Rounds Count
Effect
1st Round Take 2d4 acid, cold, fire, lightning, or thunder
5th Round Take 2d8 acid, cold, fire, lightning, or thunder
10th Round Take 2d12 acid, cold, fire, lightning, or thunder
Tenacious Story

Prerequisite: 7th level


You tell a story of a formidable creature that can face any attacks given to them.

Choose a damage type. All allied creatures within 5 feet of you gain the following effect.

Rounds Count Effect
1st Round Gain +1 to their AC
5th Round Gain +2 to their AC
10th Round Gain +3 to their AC

Epic Tales


Chroniclers are story tellers and story makers. They are inspired to underwent this path because of a tale they read. The options below are the type of tale you read that led you to this journey of yours.

Tales of the Astral Plane

The concept of astral plane sounds compelling and intriguing for Chroniclers who dedicate their lives on this type of tale. Using their words of powers, they bend the space to their likings.

Journey Tale

On your 3rd level, you gain additional story option that you can tell during your Storytelling feature. This story doesn't count as the numbers of stories you know.

Astral Story

You tell a story about the fascinating tale of the astral realm.

Choose a 5 foot cube space within 5 feet of you, then another 5 foot cube space within 30 feet of you. A portal will be conjured on those two spaces for the duration of this story. You can teleport from each portals by expending half of your speed.

For the duration of this story, the following effect happens.

Rounds Count
Effect
1st Round Portals conjured
5th Round Other creatures of your choice can use the portals
10th Round Portals only require 5 feet of speed to use
Spatial Extension

When you hit your 6th level, you've mastered the way of how portals work even more delicately. As long as you're within 5 feet of a portal that you conjured from the Astral Story feature, any spell you cast can originate from the other end of the portal. The spell must have a range other than self.

Alternatively, you can use this feature to make weapon attacks instead of casting spells.

Dimensional Paradox

Finally, at your 15th level, you now know the vast space of the multiverse through the astral realm. When you start telling your Astral Story, you can pick one more 5 foot cube of space to conjure another portal.

In addition, if you cast a spell that can target multiple single creatures, you can originate the spell from each portals that you've conjured.

Tales of the Cryptids

You've read about fantastic beasts in a history book, and now you know where to find them. Chroniclers who read this tale are fascinated by the bizarre appearances of cryptids or mythical beasts.

Journey Tale

On your 3rd level, you gain additional story option that you can tell during your Storytelling feature. This story doesn't count as the numbers of stories you know.

Cryptids Story

You tell a story about fantastic beasts and creatures, some are small and others are gigantic.

You summons a cryptid in an unoccupied space within 15 feet away from you for the duration of this story.

For the duration of this story, the following effect happens.

Rounds Count
Effect
1st Round Cryptid conjured
5th Round One more Cryptid conjured
10th Round One more Cryptid conjured

Cryptid

Medium Monstrosity, Unaligned


  • Armor Class 13 + your spellcasting ability modifier
  • Hit Points 4 + twice of your Chronicler level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 8 (-1) 11 (+0) 14 (+2)

  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands the languages you know

Traits

Denizens of the Dark. The cryptid gain advantage on its Dexterity (Stealth) when in dim light.


Actions

Rend. Melee Weapon Attack: +2 plus your spellcasting ability modifier, reach 5 ft., one target. Hit: 1d8 plus your spellcasting ability modifier slashing damage.

Unreliable Disclosure

When you hit your 6th level, you've start to forgot if whether the cryptid you've told in your stories to be true to size or not.

Roll a 1d6 every time a cryptid is summoned and consult to the following table below.

d6 Size Damage Speed
1 Small 1d4 slashing 25 feet
2-4 Medium 1d8 slashing 30 feet
5 Large 1d10 slashing 25 feet
6 Huge 1d12 slashing 20 feet

When a cryptid becomes Small, they can make another Rend attack using their bonus action, but without adding your spellcasting ability modifier to the damage roll.

In addition, any Rend attacks made from the cryptid now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Parade of One Hundred Demons

Finally, at your 15th level, you can form a parade where multiple cryptids are marching alongside you. You and any of your summoned creatures gain advantage in any of your attack rolls if you and your summoned creatures are within 10 feet of each others and not incapacitated.

Tales of the Voyage

Being an adventurer is the dream for most people. Chroniclers who read this type of tales are inspired to become one and write a story of becoming one to travel afar from their home towns.

Bonus Proficiency

Starting on your 3rd level, you gain proficiency in Charisma (Persuasion) skill and all types of vehicle proficiencies.

Journey Tale

On your 3rd level, you gain additional story option that you can tell during your Storytelling feature. This story doesn't count as the numbers of stories you know.

Voyager's Story

You tell a story about people who walk across the world just to satisfy their curiosity about the multiverse.

For the duration of this story, you and all allied creatures within 15 feet away of you gain the following effect.

Rounds Count
Effect
1st Round Bonus 10 feet of walking, flying and swimming speed
5th Round Bonus 20 feet of walking, flying and swimming speed
10th Round Bonus 30 feet of walking, flying and swimming speed
Traveler's Mount

When you hit your 6th level, you've finally found a companion to aid you in your journey to travel better. You can cast the Find Steed spell without expending a spell slot and you must finish a long rest to be able to do it again.

Later on your 9th level, you can use this feature to cast the Find Greater Steed spell instead.

Culture Seeker

Finally, at your 15th level, you've heard that the most adventurous folks masters many versatile skills on their journey.

You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Chronicler table, or a cantrip. The chosen spells count as chronicler spells for you but don't count against the number of chronicler spells you know.

In addition, you gain three skill proficiencies of your choice and you can read all writing.

Tales of the Wild Hunt

"When the night arises, those monsters too" is the type of stories you've heard as a kid. Chroniclers who read this stories belief in this stories and tries to fight said foul creatures of the night.

Bonus Proficiency

Starting on your 3rd level, you gain proficiency in Wisdom (Insight) skill and martial weapons.

Journey Tale

On your 3rd level, you gain additional story option that you can tell during your Storytelling feature. This story doesn't count as the numbers of stories you know.

Inquisition Story

You tell a story about the dangers of the creatures of the night and the methods of how to dispose of them.

For the duration of this story, you conjure a weapon that counts as a martial weapon that you're proficient with. You can choose to make a melee or ranged weapon that has the range of 40/80, regardless, the weapon will deal force damage. If you make a ranged weapon, it doesn't require any ammunition.

For the duration of this story, the weapon deals the following damage below.

Rounds Count
Effect
1st Round 1d4 + your spellcasting ability modifier
5th Round 1d8 + your spellcasting ability modifier
10th Round 1d12 + your spellcasting ability modifier
Extra Attack

When you hit your 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Walpurgis Night

Finally, at your 15th level, after finishing a long rest, you can pick a creature type that you want to hunt. You can choose from: aberration, beast, celestial, elemental, fey, fiend, giant, monstrosity, ooze, plant or undead.

For the next 24 hours, when you hit the creature with the type of your choice with an attack made by the weapon from your Inquisition Story feature, the creature has vulnerability to all of that weapon damage if they aren't immune to it.

Vulnerability from this feature only doubles your weapon damage dice and your ability modifier; do not double additional sources of damage, such as spells and other class features.

Chronicler Spell Lists

Chroniclers can choose from the following spells each time they prepare spells following a long rest.

New spells are marked with an asterisk (*).

Cantrips (0 Level)

Create Bonfire
Dancing Lights
Druidcraft
Encode Thoughts
Friends
Light
Mage Hand
Message
Mind Sliver
Minor Illusion
Prestidigitation
Thaumaturgy
Toll the Dead
Vicious Mockery

1st Level

Alarm
Animal Friendship
Bane
Cause Fear
Ceremony
Charm Person
Color Spray
Command
Comprehend Languages
Detect Magic
Healing Word
Heroism
Identify
Illusory Script
Mage Armor
Silent Image
Silvery Barbs
Sleep


Hideous Laughter

2nd Level

Alter Self
Animal Messenger
Borrowed Knowledge
Calm Emotions
Crown of Madness
Detect Thoughts
Enhance Ability
Enthrall
Gift of Gab
Knock
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Mouth
Mind Spike
Phantasmal Force
Pyrotechnics
Shatter
Silence
Suggestion
Skywrite
Zone of Truth

3rd Level

Antagonize
Catnap
Clairvoyance
Create Food and Water
Enemies Abound
Fast Friends
Fear
Glyph of Warding


Hypnotic Pattern
Incite Greed
Intellect Fortress
Major Image
Mass Healing Word
Motivational Speech
Sending
Speak with Dead
Speak with Plants
Tongues

4th Level

Charm Monster
Compulsion
Confusion
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Polymorph
Phantasmal Killer
Private Sanctum
Stone Shape

5th Level

Animate Objects
Awaken
Commune with Nature
Contact Other Plane
Creation
Dream
Geas
Legend Lore
Mass Cure Wounds


Modify Memory
Scrying
Seeming

6th Level

Contingency
Find the Path
Heroes' Feast
Mass Suggestion
Otherworldly Guise
Programmed Illusion

7th Level

Divine Word
Dream of the Blue Veil
Mirage Arcane
Magnificent Mansion
Power Word: Pain
Project Image
Simulacrum

8th Level

Antipathy/Sympathy
Glibness
Illusory Dragon
Power Word: Stun
Reality Break

9th Level

Foresight
Power Word: Heal
Power Word: Kill
True Polymorph
Weird
Wish

Striders

Striders are masters of speed and agility, a swift wanderer who moves with unmatched grace and precision. Fueled by the thrill of the chase, Striders excel at darting through difficult terrain, evading attacks, and covering great distances in the blink of an eye. Their finely honed senses and powerful stride make them elusive and highly adaptable, whether in the wilderness, on a battlefield, or within the twisting alleys of a cityscape. With every step, the Strider embodies the spirit of the journey, mastering not just the art of running but the art of movement itself.

Unbounded Desires

Driven by an unbreakable desire for freedom, finding purpose in the open paths that lie ahead. They shun confinement and routine, embracing the wild unknown with every step they take. For a Strider, movement is a way of life—a celebration of independence and self-discovery. Whether sprinting across vast landscapes or nimbly weaving through crowded streets, Striders are constantly in pursuit of the next horizon. Their speed isn’t just a skill; it’s a symbol of their unyielding spirit and commitment to staying free, unbound by the chains that hold others back.

Acceleration Addiction

Striders are speed junkies, addicted to the thrill of pushing their limits. For them, there’s no greater high than the rush of wind and the pounding heartbeat as they blur past. Always chasing the next adrenaline spike, they live for the burning muscles and pure exhilaration that only unrestrained speed can bring.

Multiclassing and the Strider

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Strider as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a Strider.


Proficiencies Gained: If Strider isn't your initial class, here are the proficiencies you gain when you take your first level as a Strider: light armor, simple weapons, martial weapons.

Strider
Level Proficiency Bonus Features Speedster Maneuvers Known
1st +2 Speedster, Forced Dash +10 ft. -
2nd +2 Jumper, Sprinting Maneuver +10 ft. 2
3rd +2 Martial Discipline +10 ft. 2
4th +2 Ability Score Improvement +10 ft. 2
5th +3 Momentum +10 ft. 3
6th +3 Ability Score Improvement +15 ft. 3
7th +3 Martial Discipline Feature +15 ft. 3
8th +3 Ability Score Improvement +15 ft. 3
9th +4 Evasion +15 ft. 4
10th +4 Martial Discipline Feature +20 ft. 4
11th +4 Momentum Improvement +20 ft. 4
12th +4 Ability Score Improvement +20 ft. 4
13th +5 Leg Drive +20 ft. 5
14th +5 Ability Score Improvement +25 ft. 5
15th +5 Martial Discipline Feature +25 ft. 5
16th +5 Ability Score Improvement +25 ft. 5
17th +6 Terminal Velocity +25 ft. 6
18th +6 Momentum Improvement +30 ft. 6
19th +6 Ability Score Improvement +30 ft. 6
20th +6 Epic Boon +30 ft. 7

Class Features

As a Strider, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Cartographer's Tools, Navigator's tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Nature, Perception, Sleight of Hand and Survival

Equipment

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

  • a leather armor
  • (a) two shortswords or (b) any martial melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a dagger and 10 darts

Speedster

Starting at your 1st level, your speed increases by 10 feet while you are not wearing any medium or heavy armor. This bonus increases when you reach certain strider levels, as shown in the Strider table.

Additionally, if you can move 60 feet in a turn, you can move along vertical surfaces without falling during the move and walk on the surface of waters if you can move 100 feet in a turn.

Forced Dash

Also on your 1st level, you've found a way to make use of move incredible fast. You can make a Dash action using your bonus action if you haven't move yet in your current turn. But every time you make a Dash action, you can only move in a straight line. Additionally, if you're hit with an opportunity attack while still under this feature's effect, it will be made with a disadvantage.

Jumper

On your 2nd level, you can choose to use your Dexterity score to determine your jumping distance and you don't need a running start to jump higher and further.

Later at your 5th level, you can calculate your jumping distance with double your Strength or Dexterity score. At your 13th level, you can calculate it using three times your Strength or Dexterity score.

Sprinting Maneuver

Also on your 2nd level, you gain the methods to empower your combat prowess while sprinting in the middle of the battlefield. You learn two maneuvers of your choice. You can use only one maneuver per round and two maneuvers at your 9th level. When you gain certain Strider levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the Strider table.

If a maneuver states that you must move several feet from your original position, you cannot return back to your previous position to gain the benefit from the maneuver.

Additionally, when you gain a level in this class, you can choose one of the maneuver you know and replace it with another maneuver that you could learn at that level.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier

Martial Discipline

At 3rd level, you choose a discipline that you strive to emulate in your combat styles and techniques. The discipline you choose grants you features at 3rd level and again at 7th, 10th, and 15th level.

Discipline Sprinting Maneuvers

Each discipline has its own unique Sprinting Maneuver that you can use. You can use that maneuver and it doen't count against the number of maneuvers you know.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Momentum

At your 5th level, once on each of your turns when you moved at least half your walking speed towards a creature in a straight line and hit them with a melee weapon attack, you will deal double the amount of damage dice and ability modifier used to make the attack. This feature only doubles your melee weapon attack damage dice and your ability modifier; do not double additional sources of damage, such as spells and other class features.

Later on your higher levels, you will deal triple at your 11th level and four times at your 18th level.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Leg Drive

When you hit your 13th level, your unrelenting urge to stop your legs from moving unbeatable. No outside source can reduce your walking speed and if a condition doesn't let you to move, you can still move half of your walking speed instead.

Terminal Velocity

Finally when you reach your 17th level, your movement now reach as fast as the speed of light. When you move at least 100 feet in a turn, you gain the Invisible condition until you take 0 feet in a turn. In addition when this feature is active, you can treat any rolls under 9 to be 10 instead when making Dexterity saving throws and ability checks.

Sprinting Maneuvers


The maneuvers are presented in alphabetical order.

Accelerated Sprint

Prerequisite: 13th level


When you moved at least 100 feet from your original position, your Dexterity score increases by 2, as does your maximum for that score until the start of your next turn.

Aerobatics Sprint

If you moved at least half of your walking speed from your original position (rounded down), you gain flying speed for the other half of your remaining speed until the end of your current turn. If you didn't land by then, you'll fall.

Boosted Sprint

Prerequisite: 13th level


When you moved at your maximum speed from your original position and used your Forced Dash feature, you can use your reaction to make another Dash action.

Distracting Sprint

If you can move in a circling movement around a creature from your original position, you can force them to make a Constitution saving throw. On a failed save, they must make their attacks with disadvantage until the end of your next turn.

You need to travel at least 40 feet to circle a Medium creatures, 60 feet for Large creatures, 80 feet for Huge creatures and several feet for Gargantuan according to its size.

Diverted Sprint

Prerequisite: 7th level


As a reaction when you're using your Forced Dash feature, you can turn multiple times in a direction of your choice equal to your proficiency bonus.

In addition after turning, you gain the benefit of the Dodge action.

Evasive Sprint

Prerequisite: 13th level


For every 100 feet of walking speed you take, you gain +1 to your AC that lasts until the start of your next turn.

Fleeting Sprint

Prerequisite: 13th level


When you moved at least 40 feet from your original position on your previous turn, you can use your reaction to move half your speed out of harms way when you're subjected by an attack or other effect would have you make a saving throw due to being in an area of effect.

You must have available speed from the current round to use this maneuver.

Juxtapose Sprint

Prerequisite: 7th level


When you moved at least 80 feet from your original position, you can be in two places at a time. You leave an after image of yourself at your previous space. Once on your turn while your after image is present, you can spend your all of your speed to swap places with the after image. This maneuver ends if you're grappled or you end it using your bonus action.

Additionally, each time a creature targets you with an attack while this maneuver is active, roll a d20 to determine whether the attack hits you or your after image. You will only take the hit if you rolled an odd number. If you take damage while using this maneuver, make a Constitution saving throw with the DC equal to half the damage taken (or 10 if half of it goes below 10). If you fail, this maneuver ends.

Kick Sprint

When you move at least 40 feet from your original position, you can use your feet to make unarmed strike that deals bludgeoning damage equal to 1d6 plus your Strength or Dexterity modifier. The damage die will change to 1d8 if you moved 60 feet, 1d10 if you moved 80 feet and 1d12 if you moved 100 feet.

Quivering Sprint

You can spend an amount of movement equal to half your speed (rounded down) to gain resistance against bludgeoning, slashing and piercing damage until the start of your next turn.

Reckless Sprint

Prerequisite: 5th level


Your next melee weapon attack will be made with advantage if you moved at least 40 feet from your original position. But all attacks towards you will be made with advantage.

Riot Sprint

Prerequisite: 7th level


When you moved at your maximum speed in a straight line from your original position, you can make a melee attack to multiple different creatures equal to your proficiency bonus that passes your melee range.

Rumbling Sprint

When you moved at half your walking speed (rounded down) from your original position, the spaces you left will become difficult terrain until the end of your next turn. Only you can traverse through it without any problems.

Strategic Sprint

When you're subjected to make a saving throw, you can use your reaction to add 1d4 your proficiency bonus to the saving throw roll result. After that, your speed turns to 0 until the start of your next turn.

Martial Disciplines


Each Striders has their own techniques they master according to their likings. No matter what and how did they modify their fighting techniques, they always strive to be the fastest one in the battlefield.

Heel of the Bulwark

Striders that follows this discipline are moving castles and are durable with their thick shield and body toughness.

Bonus Proficiency

When you choose this discipline at your 3rd level, you gain proficiency in shields.

Maneuver: Charging Sprint

Also on your 3rd level, when you move at least 30 feet towards a creature in a straight line while wielding a shield and make a melee attack, you can also attempt to shove them. If you shove creatures with this maneuver, you can push them 15 feet away from you. You can choose to either use your Strength (Athletics) or Dexterity (Acrobatics) skill to contest it.

Additionally, you can attempt to shove creatures two size categories larger than yourself with this maneuver.

Mobile Bastion

On your 7th level, your toughness increases as you move faster. You gain 1d12 temporary hit points for every 30 feet of walking speed you take in this turn. This temporary hit points will last until the end of your next turn.

Undaunted

At your 10th level, you gain advantage in saving throws that lets you avoid or end the charmed and frightened condition. In addition, as long as you have temporary hit points from your Mobile Bastion feature, you cannot be affected by those two conditions.

Stampede

When you hit your 15th level, the ground shakes as you move through the ground. When you walk at least 60 feet from your original position, all creatures of your choice that passes your melee range is affected by your Charging Sprint maneuver.

Heel of the Dispatcher

Most people focuses themselves dealing lethal strikes while in the battlefield. Yet less people care about their self safety. Striders who underwent this discipline knows this problem well and focuses their lives to fill that role.

Bonus Proficiency

When you choose this discipline at your 3rd level, you gain proficiency in the Wisdom (Medicine) skill.

Maneuver: Transposing Sprint

Also on your 3rd level, you can relocate your allies through the battlefield to find a better positioning.

Once per turn when you move at least 30 feet from your original position, you can touch a willing creature and bring them along with you until you end your current turn. The creature must have a size no larger than one size category larger than you.

Quick Surgeon

On your 7th level, you now has the capability to remedy people quickly and effectively. As an action, you can regain hit points equal to 2d8 plus your Strider level. You can use this feature several times equal to your proficiency bonus and regain all uses after finishing a short or long rest.

Alternatively, after using your Transposing Sprint maneuver, you can use your bonus action and touch that creature to regain hit points equal to 1d8 plus your Strider level.

Medicated Whiplash

At your 10th level, you found out that to refresh someone is to shake them up. When a creature you brought move along with you using your Transposing Sprint maneuver for at least 60 feet far, you can end the charmed, frightened, poisoned or stunned condition on them.

Transporter

When you hit your 15th level, your efficiency in repositioning others in combat is more effective. You can bring one other creature with your Transposing Sprint maneuver.

Heel of the Primordial

Striders who undergone this discipline thought to themselves that harnessing the primordial power of the elementals is much more effective in their power sprinting combat style.

Maneuver: Arcane Sprint

When you choose this discipline at your 3rd level, you can change the damage type of your next melee weapon attacks made to acid, cold, fire or lightning if you moved at least 20 feet from your original position, before making the attack.

If you can move 60 feet away from your original position, you gain damage resistance to your chosen damage type until the start of your next turn.

Transistor

On your 7th level, you know how to shrug off elemental harm against you. You have advantage on any ability check or saving throws against effects that can deal acid, cold, fire or lightning damage to you.

Primordial Helix

At your 10th level, when you use your Arcane Sprint maneuver, you can circle around a creature that you can see and force them to make a Constitution saving throw against your maneuver save DC or take 3d8 damage of your choice. If you can circle them more than twice, the damage will increase by 1d8.

Inhibitor

When hit your 15th level, when you use your Arcane Sprint maneuver, you ignore resistance to the chosen damage type and treats immunity as resistance to those damage.

In addition, you gain immunity against the damage type you chose from your Arcane Sprint maneuver. This immunity lasts until the start of your next turn.

Heel of the Savage

The striders who lived away from civilization tends to be more outlandish in their fighting styles. They do more barbaric movement and brutal assaults.

Bonus Proficiency

When you choose this discipline at your 3rd level, you gain proficiency in the Strength (Athletics) skill.

Maneuver: Strangling Sprint

Also on your 3rd level, when you move at least 30 feet towards a creature in a straight line and make a melee attack, you can also attempt to grapple them. You can choose to either use your Strength (Athletics) or Dexterity (Acrobatics) skill to contest it.

Additionally, you can attempt to grapple creatures two size categories larger than yourself with this maneuver.

Pulverize

On your 7th level, you can grind creatures you grapple along the ground as you sprint. When you use your walking speed and also grappling a creature, you'll deal 1d12 bludgeoning damage for every 20 feet of speed you took in a straight line. The creature grappled by you must succeed on a Strength saving throw to take half as much damage.

Hasted Critical

At your 10th level, for every 100 feet you move with your walking speed, the critical range of your melee weapon attacks decreases by 1.

Spur

When you hit your 15th level, your attacks became more deadlier when in high speed. For every 50 feet of walking speed you take, you gain +1d6 to your attack and damage rolls of your melee weapon attacks until the start of your next turn.

Subclasses


The following are several additional subclasses listed alphabetically.

Artificer

Below are some of the subclasses for artificers that exists in the world of Aquethya.

Architect

Artificers who took this specialization are workers who found a way to work in a tight deadline to construct buildings and structures in an instant.

Expanded Spell List
Artificer Level Spells
3rd Conjure Wall*, Shield
5th Find Traps, Locate Object
9th Meld Into Stone, Wall of Sand
13th Dimension Door, Fire Shield
17th Passwall, Teleportation Circle
Blueprint

Starting on your 3rd level, you can create structures within 10 feet away from you as an action. The material of the structure is wood, but you can expend 1 spell slot to turn it into stones and 2 spell slots to turn it into metals. The structure will be destroyed after 8 hours or taking 10 damage, 20 if it was made with stones and 30 if metals. The AC of the structures is 10. This feature can be used several times equal to twice of your proficiency bonus and will regain all uses after a short or long rest.

  • Platform. You create a 10 feet cubic of platform. The width is fixed, but the height is up to you.
  • Stairs. You create a 10 feet cubic set of stairs. The stairs can be upwards or downwards. You can choose to make a spiral staircase instead of a straight stairs.
  • Wall. You create a 10 square feet of wall with 2 feet of thickness. The height and width is adjustable to you. This will give you total cover if you're behind it.
Structural Insight

On your 5th level, You will always have an advantage in your Investigation check to see unusual objects grafted to a wall, hidden compartment or secret doors.

Mobile Structures

At your 9th level, you have noticed that your structures are very immobile and some may be in a place where you slightly wants it to be. You can now control the structures made from your Blueprint feature to turn for 90 degrees in a direction of your choosing or move it up to 15 feet away as a bonus action.

Quality Materials

When you hit your 15th level, you have now mastered the skills of being a master builder and can now differentiate which material is better to use and which are not. Now all of your material types you can choose to construct a structure now have double the amount of limit size and can take twice as much damages from before.

Marksman

The artificer that focus their life-work in this category has created their magnum opus of a firearm. Infusing both gun powder and magic for their combat arsenal.

Arcane Firearm

Starting on your 3rd level, your arcane innovation has gifted you the ability to conjure a handgun in your hand. This gun can be fired as a ranged weapon attack and will deal 1d6 force damage. You can add your Intelligence modifier to the attack and damage rolls of the gun, instead of Dexterity. The damage will increase by 1d6 on your 5th, 9th, 13th and 17th level.

This gun can't be used by anyone other than you and can be fired several times equal to 3 times of your proficiency bonus and you'll regain all uses after a short or long rest.

Arc Shot

Starting at 5th level, you can use your reaction to turn your bullet to potentially making a miss into a hit. Roll a 1d4 and add it to your attack roll to potentially turn a miss into a hit.

Blitz

At your 9th level, when you successfully hit a creature using your Arcane Firearm feature, you can empower your ammunition so that the bullet can pierce through that creature's body and target another creature within 30 feet away from your initial target. Make another attack and damage roll for that additional attack.

You can use this feature multiple times equal to your Intelligence modifier in the same turn until you spent all of the use or you misses your attack. Once you spent all uses, you must finish a long rest to regain all uses.

Gemini Bullet

When you hit your 15th level, your gun has reached its apex point of arcane power. Instead of firing 1 bullet, it will fire 2 bullets per shot.

Oceanic

All artificers who gives their thoughts on this curiosity, starts this specialization to explore the depths and try to uncover all things hidden to the public eyes. Not only proficient in mobilization under water, they also uses water to help them defend themselves against natural creatures of the deep.

Expanded Spell List
Artificer Level Spells
3rd Create or Destroy Water, Fog Cloud
5th Locate Object, Shark Wave*
9th Tidal Wave, Wall of Water
13th Drown*, Watery Sphere
17th Legend Lore, Maelstrom
Bonus Proficiencies

When you choose this specialization at 3rd level, you gain proficiency in Sea Vehicles.

Watery Adaptation

Starting at your 3rd level, whenever you’re standing on watery surfaces or even fully submerged in water, you will not gain the disadvantage while being in that difficult terrain. You’ll also gain an oxygen tank that can let you breathe underwater for up to 8 hours and a swimming speed equal to half of your walking speed.

Your water breathing duration will always decreases by 1 hour every time you use it until you finish a long rest to reset the duration.

Sonar Scan

Also on your 3rd level, you gain the ability to create a radar that can detect all tangible creatures within 15 feet away from you. This radar gain increased 60 feet scan radius while being used underwater.

You can take a bonus action to magically conjure a Small radar in your hand. This radar is considered as a magical item and can be used as a spellcasting focus. If the radar got stolen or broken, you can craft it again using tinker's tools for 8 hours.

Vortex Grenade

On your 5th level, your understanding in hydrology gives you the ability to create a wave controller. Using tinker's tools, you can take a bonus action to magically create a grenade to help you bend waters.

After crafting it, you can throw it for up to 30 feet away and create an implosion that pulls creatures towards it. If there are Medium sized creatures, it will be pulled 10 feet inwards. Small sized creatures for 15 feet and Tiny creatures for 20 feet inwards. For Large creatures, it will only be pulled 5 feet and can’t pull anything larger than that. The range radius is 5 times your Intelligence modifier.

You can craft these gadgets a number of times equal to your Intelligence modifier (minimum of once) and chooses to use it later. You'll regain all uses after finishing a short or long rest.

Submerge

When you hit 9th level, you start to realize that you spend too much time in the water. You can now make an action to submerge your whole body while in shallow waters. The water width must fit your body size. You can resurface again on other water surface using your movement and can go as long as your swimming speed.

Additionally, you can now breathe underwater for 16 hours. Your swimming speed also increases into 60 feet and you will always see clearly while underwater, even if it’s dark and had no lightings.

Typhoon Grenade

At your 15th level, your grenade improves dramatically and will now create a typhoon within its radius. It deals 1d8 slashing damage on the edge and will deal more 1d8 slashing damage for every 5 feet the closer they get to the center.

Barbarian

Below are some of the subclasses for barbarians that exists in the world of Aquethya.

Path of Decay

In the saga of primal might, the barbarians who took this path delves into the raw force of deterioration, wielding entropy as a weapon. Embrace the chaos, for within decay lies an unstoppable, fearsome power.

Rot

Starting on your 3rd level, your body is constantly rotting, giving you a resistance against necrotic damages. Additionally, when a creature touches or attacks you with a melee attack, they must succeed on a Constitution save against your rot save DC to avoid taking necrotic damage equal to your rage damage.

Your rot save DC is 8 plus your proficiency bonus and Strength modifier.

Devourer's Maw

On your 6th level, your power derives people from their vitality. While you're raging you can make a Bite attack as an unarmed strike and it will deal 1d12 + your Strength modifier. On a hit, half of the total damage you deal on your previous attack will surge into temporary hit points.

Pestilence Aura

At your 10th level, while raging, you constantly emits a stink aura that travels within 10 feet away from you. Your Rot feature will activate whenever a creature starts to go inside this feature's radius.

Additionally, you are immune towards necrotic damages.

Insatiable Hunger

When you hit your 14th level, your hunger can never be satisfied and that starvation keeps you alive. When your hit points got reduced to 0, you can make an attack as a reaction to your attacker.

If the attack hits, half of the damage you deal will turn into your hit points, potentially making you stand up again. If you missed, you won't die outright after the next 48 hours, but only be knocked unconscious instead.

Once this feature is used, you must finish a long rest to be able to use it again.

Path of the Fist

Primal barbarians who embraces their raw power through bare-handed combat. Rejecting weaponry, these formidable warriors embody unbridled strength, etching their saga as champions of unyielding might in the annals of history.

Bonus Proficiency

When you choose this path, you gain a proficiency in Improvised weapons.

Four Way Fisticuff

Starting on your 3rd level, whenever you're in Rage, you grew a magical pair of arms. These arms can't hold any weapons, use any tools or any activity that needs precision. You can use these additional arms to make unarmed attacks using your bonus action. You can't make a weapon attack and unarmed attack with your additional pair of arms in the same turn. You can now sustain your rage by making unarmed attacks.

Additionally, your unarmed attacks now deal bludgeoning damage equal to 1d6 plus your Strength modifier and becomes 1d8 on your 12th level.

Titan Swing

On your 6th level, you can shove any creatures larger than your size. You will have a disadvantage when you shove any creatures with a size larger than Large.

Additionally, right after you successfully shoved a creature, you can use your bonus action to instantly pin them down. You can use this additional feature several times equal to your Strength modifier and you can regain all uses after a short or long rest.

Quadruple Strength

At your 10th level, your additional pair of arms gives you more strength in your power. Your unarmed attacks now deals 1d8 bludgeoning damage. Additionally, you make two unarmed attacks with your bonus action.

Bone Breaker

When you hit your 14th level, your fists now sends shock waves on each of your punches.

Every time you hit a creature with an unarmed attack, all creatures within 5 feet away from you must succeed on a Dexterity saving throw to take avoid taking 1d8 bludgeoning damage. The saving throw DC is 8 plus your proficiency bonus and Strength modifier.

Path of Shamanism

An indomitable rage, combined with their arcane magic powers. Barbarian who walked this path are generally witches who succumbs to their primal madness.

Shaman Spellcasting
Barbarian Level Spells Known Max Spell Level
3rd 4 1st
4th 4 1st
5th 4 1st
6th 5 2nd
7th 6 2nd
8th 6 2nd
9th 6 2nd
10th 7 3rd
11th 8 3rd
12th 8 3rd
13th 8 3rd
14th 9 4th
15th 10 4th
16th 10 4th
17th 10 4th
18th 11 5th
19th 12 5th
20th 12 5th
Spellcasting

Starting on your 3rd level, while you are raging, you gain the ability to cast and concentrate on spells. Additionally, casting a spell on your turn counts as attacking a hostile creature for the purpose of sustaining your rage.

Casting Spells

To cast one of your spells of 1st level or higher, you must lose hit points to create and expend a spell slot greater than or equal to that spell’s level. The number of hit points is listed on the Hit Points Spellcasting table and can’t be reduced or avoided. You don’t make Constitution saving throws to maintain concentration on spells as a result of losing these hit points.

The Shaman Spellcasting table shows the maximum level of spell slot you can create.

The Spell Uses column of the Shaman Spellcasting table shows how many spells you can cast. When you expend hit points to cast a spell, you expend one of these uses. You regain all expended uses when you finish a long rest.

Hit Points Spellcasting
Spell Level Point Cost
1st 5
2nd 10
3rd 15
4th 20
5th 35
Spells Known of 1st Level and Higher

You know three 1st-level druid spells of your choice, from the druid spell list.

The Spells Known column of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Blood Magic

You can use your spilled blood as a spellcasting focus for your druid spells and because your power is derived from mortal suffering, you can’t regain hit points from any spell you cast.

Spellcasting Ability

Constitution is your spellcasting ability for your druid spells, since you learn your spells through your bloody ritualistic that you put through your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Bloodied Respite

On your 6th level, your bloody rituals may have made you closer to death itself. But it is not yet your time to die. As an action, you can spend Hit Dice and regain hit points as if you had just finished a short rest. When you use this ability, you can spend a number of Hit Dice up to your proficiency bonus.

Primal Magus

At your 10th level, your rage surges through your shamanic powers and making your spells even more powerful than before. You can now add your Rage damage bonus in your spell damage rolls.

Clasping Death

When you hit your 14th level, as a bonus action, you can sacrifice the rest of your hit points left. For 1 minute, your Rage damage bonus will be doubled and you'll gain immunity towards all conditions, including death. Once the duration ends, you'll be incapacitated and you must finish a long rest to use this feature again after the next dawn.

Bard

Below are some of the subclasses for bards that exists in the world of Aquethya.

College of the Cowards

It is not a bad thing to know your weakness and retreat if the situation is to grave to ensure your safety. Bards from this college knows when to fight and when to turn tail and run. Or as they might call it, tactical retreat.

Bonus Proficiency

When you join the College of the Cowards at 3rd level, you gain proficiency Stealth if you're not proficient with it before.

Introvert

Starting on your 3rd level, you can add your Charisma modifier to all of your Wisdom based skills if there are no other sentient creatures that can speak within 15 feet of you.

Backseat Watcher

Also on your 3rd level, you're too scared to even go in front of your allies. When you try to make an attack roll, you will gain a bonus equal to your Charisma modifier if your position is behind an allied creature and is parallel towards your target. If a hostile creature is within 10 feet away from you, the bonus will be cut in half and turn into a penalty instead.

Gloom

On your 6th level, your fear radiates a heavy and unsettling aura around you. As an action, you can make a Persuasion roll towards all hostile creatures within 30 feet away from you. On a failed save, those creatures will never target you that would cause you any harm. If there are no creatures other than you within their attack range, they will ignore you and stop being hostile towards you. Roll your bardic inspiration die, the result is the number of rounds it will last.

Paranoia

When you hit your 14th level, your fear reaches deep within you as you're afraid even to yourself. You can spend 1 use of your bardic inspiration to be frightened towards yourself as you sit down to the ground and covering your ears with both of your hands.

While in this state, you are deafened, your speed turns to 0 and you can't be frightened again by any other source. These conditions can not be removed by any means possible.

If you cast a spell that has concentration on it, the first half of the duration can be maintained without a concentration until you reaching the second half of the duration. You also gain an advantage in your saving throws towards spells.

College of Profanity

Bards usually have respectful or at least knowledgeable tone of speech. Bards who take this college is filled with pent up anger and decides to release it towards their enemies.

Bonus Cantrip

When you go to the College of Profanity, you you learn the Vicious Mockery cantrip if you did not know it before.

Bonus Proficiency

Another thing you'll get when you choose this college is that you'll gain a proficiency in Intimidation skill and martial weapons.

Anger Issues

Starting at your 3rd level, you are quick to become angry. While you're angry, you gain the following effects:

  • Your Vicious Mockery cantrip now use the same die as your bardic inspiration die for the damage rolls.
  • You can spend 1 use of your bardic inspiration to increase the damage from your Vicious Mockery cantrip.
  • You can change the damage type into thunder.
  • You gain an advantage in your saving throw to avoid getting charmed and frightened.
  • You gain a disadvantage on your saving throws to maintain a concentration.

You can choose to become angry after failing an attack roll, ability check or saving throw. This feature will last for 1 minute and can be used several times equal to your Charisma modifier and you'll regain all uses per long rests.

Non-Stop Berating

On your 6th level, your attitude makes people feel uneasy. After succeeding on an Intimidation check towards a creature, all of their d20 rolls will be made on a disadvantage for up to 10 minutes. This effect can end early if the creature is calm or succeeds on a Charisma saving throw against your spell save DC using their action.

You must succeed by rolling the ability check to gain benefit from this feature.

Bad Mouthed

From 14th level, you know damn well that you can casually drop the F bomb. Every time YOU, the player says a curse word, your character will instantly succeed on an Intimidation roll. Whether it is intentional or not. Work with your DM to determine which is a curse word or not.

If you succeed on your Intimidation roll by using this feature, all of these things will happen to you:

  • Triggered. A creature in front of you that has neutral or evil alignment will get angry and you'll both instantly goes into combat. You will always have an advantage on your initiative roll.
  • Furious. You can use your reaction to cast a Vicious Mockery cantrip.
  • Tense. You cannot concentrate on any spells or features that requires concentration.
  • Animosity. Every time you took damage equal or more than your Bard level, you'll gain +1 bonus to your cantrip damages.

College of the Surfers

Bards from this college usually hangs around in beach or coastal areas to learn more about the art of surfing and living on the beach.

Bonus Proficiency

When you go to this college, you'll gain a proficiency in Sea Vehicles.

Denizens of the Sea

Starting at your 3rd level, you gain a swimming speed equal to your walking speed. You also can hold your breath underwater for 10 minutes.

Surfs Up

Also on your 3rd level, while there is a huge body of water, you can conjure a surfboard and float above the water surface and use your walking speed instead of your swimming speed to move around. The surfboard will disappear once you move out of the water.

Additionally, while you're near a body of water or in a coastal area, you gain +1 to all of your Charisma skills, whether you have proficiency on it or not. The bonus will become +2 on your 10th level.

Luau

On your 6th level, you can spend 1 use of your bardic inspiration and roll that die. The result will give hit points for up to 6 creatures of your choice within 15 feet away from you for each turn. This feature will last for 30 seconds or 5 turns.

If you use this feature while not in combat, you can immediately roll your bardic inspiration die and multiply the die amount by 2.

Riptide

From 14th level, you can channel the power of the ocean to protect your allies and thwart your enemies. Once per long rest, you can cast Tsunami centered on yourself that goes in front of you without expending a spell slot, as an action.

You can choose to move along with the wave or not. This movement does not provoke any opportunity attacks.

Cleric

Below are some of the subclasses for clerics that exists in the world of Aquethya.

Bubble Domain

The world of Aquethya has some moments of dread and treachery. But it's not always like that. The cleric who took this domain are the messenger of peace and the bringer of comfort. They conjure goodwill and reassures people that it will all be okay.

Bubble Domain Spells
Cleric Level Spells
1st Create or Destroy Water, Sanctuary
3rd Air Bubble, Lesser Restoration
5th Aura of Vitality, Gaseous Form
7th Freedom of Movement, Resilient Sphere
9th Dream, Greater Restoration
Comforting Bubbles

When you choose this domain at your 1st level, you are good when entertaining people and making them feel comfortable and relaxed. As long as there is at least 1 lb of water in your touch, you can create bubbles out of it as an action. You can determine the shapes of the bubbles.

These bubbles are transparent and will cover an area within 10 feet away from you, but does not give any covers. While surrounded by the bubbles, you gain an advantage in your Persuasion checks and can use your Wisdom modifier instead of Charisma.

The water you use may affect your bubbles. If you use poison as your catalyst, it will create poisonous bubbles. So you might want to be careful of what you use.

Channel Divinity: Container Bubbles

On your 2nd level, your bubbles are not just like any other bubbles. As an action or bonus action, you can store spells within a bubble. It doesn't have to be you for the one who cast the spell.

You can choose to make it pop upon impact or put it on a timer for up to 1 hour. If you choose to make it pop upon impact, it will turn the spell contained in the bubble into touch ranged spells and it will be cast centered on the bubble if it has a radius. If the spell has the range of self, it will be cast on the one who pops the bubble. The bubble has 10 AC and 1 hit point.

Additionally, you can strap it onto something like a balloon, the length of the strap can't be longer than 5 feet.

Soft and Wet

When you hit your 6th level, your bubbles became more slippery than ever. While your Comforting Bubbles feature is active, you gain 10 feet of speed and if they come in contact with other creatures of your choice, they must make a Dexterity save to avoid getting prone.

Potent Spellcasting

At your 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Bubble Bath

On your 17th level, you are an adept in mastering bubbles as your arsenal. As an action, you can conjure bubbles that will cover 30 radius that is centered around you. These bubbles will hinder other creatures of your choice's eye sight, practically making them blind.

This feature will last for 1 minute and will revert back to its original size and doesn't hinder sights again. Once you use this feature, you can't use it again after finishing a long rest.

Frost Domain

The clerics of this domain revere a deity embodying the frosty embrace of the season. They honor the deity through acts of preservation, bringing icy blessings and resilient fortitude to their allies, and unyielding retribution to their foes.

Frost Domain Spells
Cleric Level Spells
1st Armor of Agathys, Ice Knife
3rd Binding Ice, Snowball Swarm
5th Tiny Hut, Sleet Storm
7th Fire Shield, Ice Storm
9th Cone of Cold, Hold Monster
Ice Spikes

When you choose this domain at your 1st level, you will conjure an ice spike that hovers above you every time you cast a Cleric spell of 1st level or higher. You can make a ranged spell attack to fling this ice spike towards a creature of your choice and deal 1d4 cold damage.

The amount of the ice spikes is equal to the spell level you cast. If you cast a 2nd level spell, there will be 2 ice spikes conjured. If it's a 3rd level spell, then there will be 3 ice spikes and so on.

Channel Divinity: Glacier

On your 2nd level, you can use your channel divinity to instantly conjure a 10 feet tall and 5 feet thick ice wall in between you and your attacker and will push you 5 feet aback against your attacker as a reaction, when you take damage.

You will not provoke any opportunity attacks and if there are no space for you to move, it will push the creature's itself. If there's still no room left, the ice wall will immediately breaks and no one will be pushed aback.

This ice wall can take damages equal to 10 plus twice of your Cleric level before breaking and will last for 10 minutes until it melts. If the damage is more than the wall could handle, you will take the rest of the damage.

Alternatively, you can choose to create the ice wall to protect a creature within 30 feet away from you when they take damage.

Blizzard

When you hit your 6th level, your ice spikes now will explode within 5 feet of the target. All creatures beside your initial target must succeed on a Dexterity save against your spell save DC to take half damage.

Additionally, your ice spikes will now deal 1d6 cold damage and pierce any damage resistance towards cold damages.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with frost – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Ice Age

On your 17th level, as an action , you can emit a cold aura that that goes as far as 15 feet away from you. This cold aura will give -10 speed to all creatures within range of your choice. If a creature haven't left your aura after 2 turns, they will keep getting -10 to their speed.

If their speed goes to 0 or lower, they will become petrified. The creatures can escape being petrified by using their action and succeeds on an Athletics check against your spell save DC.

Once you use this feature, you can't use it again after finishing a long rest.

Druid

Below are some of the subclasses for druids that exists in the world of Aquethya.

Circle of the Clouds

Weather is an important thing in this world. They will determine if an ecosystem is maintained or not. Druids from this circle are the watcher of the climates and cloud formations.

Circle Spells
Druid Level Spells
2nd Feather Fall, Fog Cloud
3rd Blur, Mirror Image
5th Daylight, Gaseous Form
7th Ice Storm, Storm Sphere
9th Control Winds, Dawn
Cloud Forms

Starting on your 2nd level, as an action, you can spend 1 use of your Wild Shape feature to channel the power of the clouds and weather to transform into a 10 foot cube of thick cloud that spreads in all directions for 1 minute. The clouds makes its area heavily obscured by your clouds. While you’re in this form, you can’t attack and use spells and gain resistance towards bludgeoning, piercing and slashing damage. If a form deals damage to creatures inside your clouds, they must succeed an a saving throw against your spell save DC or take half damage. The die amount will increase by 1 on your 8th and 14th level. You can also add your Wisdom modifier to the cloud's effect dice rolls.

You can choose one of the options below to turn into. Each type has different kind of effects:

  • Cumulus. Your clouds are warm and comfy to the touch. You can use your action to exhume healing wind when a willing creature goes inside your clouds. They'll be healed 1d4 hit points. Alternatively, you can choose to force creatures inside to make a Constitution saving throw and dealing 1d6 fire damage on a failed save.

  • Nimbus. Your clouds are electric and is shocking to the touch. Every time a creature goes inside your cloud, they must succeed on a Dexterity saving throw or take 1d12 lightning damage on a failed save.

  • Stratus. Your clouds are cold and freezing to the touch. Every time a creature goes inside your cloud, they must succeed on a Constitution saving throw to avoid getting petrified until the end of their next turn. If the creature is Huge or larger, their whole body must fit inside your cloud radius.

Climatic Body

On your 6th level, you can always adapt yourselves in all high and low temperature environments. You can use your reaction to gain a resistance towards cold, fire or lightning damages.

Condensed Clouds

At your 10th level, you have become one inch closer to becoming the clouds themselves. Each of your cloud forms have an additional features.

  • Sun Shine. While in Cumulus form, you and all creatures inside your clouds gain resistance in cold damage and will generate bright light within 15 feet radius from you that will shine through any kinds of darkness.

  • Thunder Storm. While in Nimbus form, you can shock another creature from the adjacent position of the initial target. If there’s no other target, that single target will take double damage.

  • Blizzard. While in the Stratus form, all creatures inside your clouds must succeed on a Constitution saving throw or take 2d4 cold damage.

Eye of the Storm

When you hit your 14th level, your weather control lets you turn into the center of a storm itself. You can transform into your Cloud Form using this ability without using any Wild Shape uses, making you become all forms into one. Also, your Cloud Form range increases by 15 feet. Once you use this ability, you can’t do so again after a long rest.

Circle of Flora

Ever wonder how does plants live and manage their daily activities? Well, all of the Druids from this circle studies the way of floral beings to understand them better. I should asked them why my flowers wilted.

Circle Spells
Druid Level Spells
2nd Goodberry, Entangle
3rd Bark Skin, Spike Growth
5th Plant Growth, Speak with Plants
7th Conjure Woodland Beings, Grasping Vine
9th Tree Stride, Wrath Of Nature
Floral Understanding

On your 2nd level, you gain an advantage in Nature skill whenever you try to identify a plant or your plantation surroundings. You can also communicate with any plant and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

Additionally, you gain the ability to cast the Goodberry without using a spell slot for once per long rests.

Garden Warfare

On your 6th level, your connection with the forest gives you the power to become one of them. You can expend 1 use of your Wild Shape to turn into a giant plant. You can choose one form from the options below.

Alternatively, you can choose one of the forms below for your Wild Companion feature.



Amanita Mushroom

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 3 × your druid level
  • Speed 10 ft.

STR DEX CON INT WIS CHA
8(-1) 4 (-3) 20 (+5) Your Ability Score Your Ability Score Your Ability Score

  • Damage Immunities Poison
  • Condition Immunities Paralyzed, Poisoned
  • Senses blindsight 30 feet
  • Challenge 1 (200 XP)

Sporal Infection. You constantly releases poisonous spores around 30 feet radius from you. All creatures comes in contact with it will take 2d8 poison damage for 1d4 turns and must succeed on a Constitution save against your spell save DC to end it early.

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Reactions

Detoxification. If an ally of yours comes in contact with your poisonous spores, you can pull it back with your reaction.



Saguaro Cactus

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 4 × your druid level
  • Speed 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 4 (-3) 13 (+1) Your Ability Score Your Ability Score Your Ability Score

  • Condition Immunities Paralyzed
  • Senses blindsight 90 feet
  • Challenge 1 (200 XP)

Prickly. At the start of each of its turns, the you will deal 2d6 piercing damage to any creature grappling you.

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Multiattack. The cactus makes two ranged attacks

Thorn Shot. Ranged Attack: 8 (+ your PB) to hit, reach 30/40 ft., one creature. Hit: (2d8+ your PB) piercing damage.



Tingflowers

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 3 × your druid level
  • Speed 5 ft.

STR DEX CON INT WIS CHA
10 (0) 4 (-3) 12 (+1) Your Ability Score Your Ability Score Your Ability Score

  • Damage Immunities Lightning
  • Condition Immunities Paralyzed
  • Senses blindsight 60 feet
  • Challenge 1 (200 XP)

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Electrical Surge. Ranged Attack: 6(+PB) to hit, reach 60/120 ft., one creature and another creature within 5 feet. Hit: (1d10 + your PB) lightning damage.

All creatures within range must also succeed on a DC 6 Constitution save to avoid getting paralyzed on their next turn.

Reactions

Static Electricity. When you take a melee hit, you can shock them with your reaction for (1d4 + your PB) lightning damage.



Venus Fly Trap

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 5 × your druid level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 18 (+4) Your Ability Score Your Ability Score Your Ability Score

  • Condition Immunities Paralyzed
  • Senses blindsight 90 feet
  • Challenge 1 (200 XP)

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Chomp. Melee Attack: 8(+ your PB) to hit, one creature. Hit: (6d6 + your PB) piercing damage. If the target is a Medium creature, they must make a Strength saving throw to avoid getting swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the your mouth, and it takes acid damage equal to 1d6 plus your Wisdom modifier at the start of your turns. They may escape by making an Athletics check.

Consume. You can regain hit points equal to 1d12 plus your Wisdom modifier by gulping down a creature you just swallowed if their hit points got reduced to 0.



Weed Grass

Medium plant, unaligned


  • Armor Class 12 + your Wisdom modifier
  • Hit Points 2 × your druid level
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 18 (+4) Your Ability Score Your Ability Score Your Ability Score

  • Condition Immunities Paralyzed
  • Senses blindsight 90 feet
  • Challenge 1 (200 XP)

Low Height. All ranged attack towards you will gain a disadvantage as if you were prone.

False Appearance. While the you remains motionless, you become indistinguishable from a normal plant.

Actions

Tangle Weed. You can target a single creature within 60 feet from you and concentrate your mind to tangle them. That creature must succeed on a Strength saving throw or be restrained until you let go or got hit and failed a Constitution save. You can’t tangle another creature until you let go of your previous target.

Reactions

Bramble Grass. Other creatures can step on you. But when they do, you can use your reaction to use your Tangle Weed on them.

Dense Plantation

When you hit 10th level, every time you use your Wild Shape to turn into one of your forms from the Garden Warfare list, your base AC will be 15 instead of 12, and it can't go lower than that.

Habitat Expansion

At your 14th level, as an action, you can conjure a 30 feet radius from yourself and make the area covered in flowers and grass for 10 minutes. All willing creature inside that area will have growths of plants covering them without impeding their movements and gain an additional 1 AC bonus. While other creatures opposed you must make a Wisdom saving throw against your spell save DC to avoid having growths of thorny vines and will gain -1 to their AC.

This effect will not end if you get knocked unconscious or incapacitated. You can use this ability once per long rests. The AC bonus and reduce will become 2 on your 20th level.

Circle of the Souls

The druids of this circle are the watchers of the life and death within the forest itself. When the situation calls it, they even seek help from the lost souls for a price of helping them go to the other side.

Circle Spells
Druid Level Spells
2nd Detect Evil and Good, Unseen Servant
3rd Blur, Invisibility
5th Life Transference, Speak with Dead
7th Blight, Death Ward
9th Dispel Evil and Good, Reincarnate
Spirit Siphon

Starting on your 2nd level, you can concentrate your mind for up to 1 minute and create a spirit link between you and a creature within 15 feet away from you as an action. The target must make a Constitution saving throw against your spell save DC. The link is broken if you break your concentration or your target moves 15 feet away from you.

On a failed save, it will slowly drains their soul into you and take necrotic damage equal to 1d4 + your Wisdom modifier. The damage will increase by 1d4 when you reach your 7th, 12th and 17th level.

Additionally, The necrotic damage you deal from this feature will give you hit points.

Unfinished Business

Also on your 2nd level, your need is still hangs in the air even after you died. You must fail several times equal to your Wisdom modifier in your death saving throw to die permanently.

Spectral Calling

On your 6th level, as an action, you can spend 1 use of your wild shape feature and summon 2 Specters to fight along you.

These specters are friendly to you and will immediately move after your turn ends. They will stay within 30 feet away from you and will dissipates after 1 minute or it forcefully got away from 30 feet from you.

Ghastly Apparition

At your 10th level, your life within the boundaries of life and death has turn you into a spectral being. As an action, you can emit cold and damping aura that travels within 10 feet away from you.

When a creature of your choice touches this aura, they must make a Wisdom saving throw against your spell save DC or take 2d8 cold or necrotic damage (your choice). On a successful save, they will take half as much damage.

This feature will last for up to 1 minute or until you're incapacitated, but not dead. Once you used this feature, you must finish a long rest to be able to use it again.

Night of the Dead

When you hit your 14th level, you can now conjure 4 specters when you used your Spectral Calling feature.

Additionally, whenever your specters exists, you will conjure a 40 feet radius of dome that blocks sunlight and only let dim lights inside it.

Fighter

Below are some of the subclasses for fighters that exists in the world of Aquethya.

Cannoneer

Ever wondered if you can at least bring the cannons to your arsenal without boarding a ship? The fighters who pursue this ideology bring big mechanical weapons and thrive on it.

Take Aim

Starting on your 3rd level, you have learned how to angle your weapons to accurately hits your target. Before making an attack using a ranged weapon, you can use your bonus action to give yourself advantage to your next ranged weapon attack. You can use this feature several times equal to your proficiency bonus and you can regain all uses after finishing a short or long rest.

Boom Slinger

On your 7th level, your mastery in slinging big weapons gave you an edge on the battlefield. When you fire a mechanical weapon, you can add your ability modifier to the damage rolls. Later on your 13th level, you can forgo two attacks you can made from your Extra Attack feature to make another attack using a mechanical weapon with the Loading property.

Overshot

At your 10th level, you know how to wield your weapons effectively. Whenever you make an attack using a ranged weapon, you can alter the firing mode. The weapon you used must have the Mechanical and Heavy property.

Below are the modes you can use, based on its damage type. If a creature require to make a saving throw from the effects below, the saving throw DC of these modes are equal to 8 + your Dexterity modifier + your proficiency bonus.

Bludgeoning. All creatures within 5 feet radius of your target must succeed on a Dexterity saving throw to take half as much damage from the damage taken from your initial target.

Piercing. On a hit, your target must succeed on a Strength saving throw or get pushed 30 feet away from you. If a creature is in the 30 feet line of the pushed creature, that second creature can make a Dexterity saving throw to avoid getting impaled with your projectile. If they fail, they take the same damage as your initial target and pushed along the way with it. Large creatures are pushed half as much distance, and Huge creatures are pushed only 5 feet away. You cannot push Gargantuan creatures.

Slashing. On a hit, your target will take the same damage again, but halved, at the start of each of their turns for 2d4 rounds. At the end of each of their turns, they can succeed on a Constitution saving throw to end the effect earlier.

Siege Warrior

On your 15th level, you found out how to maximize the destructive power of your weapons. When you fire a mechanical weapon to an object or structures, you deal double the damage.

Press the Attack

When you hit your 18th level, you can force yourself to keep pushing the attack to your enemies. You can expend one use of your Indomitable feature to make another attack as part of the same attack action.

Alternatively, you can expend one use of your Indomitable feature to reroll any attack roll you made on your current turn.

Dreadnought

You like big weapons and you're not afraid to use it. Fighters who went through this path are reckless warriors who wield great weapons into the battlefields. Although they are slow at some time, they balance it out with their sheer destructive power of their weapon swings.

Hulking Strength

Starting on your 3rd level, your grip strength is unparalleled as you deal more damage with such weapons. When you make attacks with a weapon that has the Heavy and Two-handed property, the damage will become 1d12 or 2d6 (your choice) instead.

In addition, if your size is Small, you don't gain disadvantages from wielding Heavy weapons.

Heavy Swing

On your 7th level, you found a way to lethally make aa slow and steady swing better than a quick and inaccurate stabs. While you're wielding a weapon with the Heavy and Two-handed property, you can choose to gain a disadvantage on the first attack you make to deal four times as much damage dice on a hit.

Whether you hit or missed the attack, you cannot make any more weapon attacks until the end of your turn.

Steel Bulwark

At your 10th level, you can utilize your big weapons to shield you from harm. When you take a hit from an attack or is forced to make a Dexterity saving throw, you can use your reaction to turn your weapon into a third quarter cover instead. Giving you +5 to your AC and Dexterity saving throw until the start of your next turn. You cannot make any weapon attacks while in this state.

The cover only affects you and the weapon you use to create a cover must have the Heavy and Two-handed property.

Improved Heavy Swing

On your 15th level, the damage dice dealt from your Heavy Swing feature is now multiplied by six instead of four.

In addition, when you missed the first attack you made on your turn, you can use your bonus action to reroll the attack roll.

Man Cleaver

When you hit your 18th level, your lethal swings causes imminent doom to your foes. When you use your Heavy Swing feature, you can choose to cause all creatures within 15 feet cube originating from you to take half as much damage from your initial target.

Monk

Below are some of the subclasses for monks that exists in the world of Aquethya.

Way of the Gale

The wind blows through every corners of the world. Monks of this monastery have mastered the way of bending the wind so it can aid them in their journey.

Cyclone Parry

When you picked this tradition on your 3rd level, when a creature you can see hits a target, within 15 feet of you with an attack, you can use your reaction to give them bonus to their AC, potentially making it into a miss. Roll your Martial Arts die and the result is the additional AC gained.

You can use this feature multiple times equal to your Dexterity modifier and you must finish a long rest to regain all uses.

Air Bending

On your 6th level, your study in having accompanied by the wind is aiding you in your fight.

As an action, you can choose to do one of the ki moves below:

  • Updraft. By spending 2 ki points, you create an updraft of wind blowing from below your feet within 10 feet radius centered on you. All creatures within that radius must make a Constitution saving throw against your Ki save DC to avoid getting flung upwards as high as your proficiency bonus, multiplied by 5 feet. Upon impact to the ground, they will all fall prone.
  • Wind Burst. By spending 1 ki point, you expend 15 feet or more of speed to phase through a creature. That creature must make a Constitution save against your Ki save DC. On a failed save, they take slashing damage equal to twice of your Martial Arts die or half as much on a successful save. You can use this again as a bonus action.
Wind Runner

At your 11th level, you have harnessed the power of the wind to help you in your journey. Whenever you're not stepping on the ground, you can use your reaction to stay afloat instead. While in this state, you can walk in the air as fast as your walking speed.

This feature will last for 10 minutes and when the duration ends while you're still afloat, you will slowly drops down to the ground safely by 15 feet per round.

Once used, you must finish a short or long rest to be able to use it again.

Tailwind

When you hit your 17th level, your movements have become swift while the wind blows through your skin. Whenever you use your Step of the Wind ki move, you also gain the effect of the Dodge action.

Additionally, you gain a resistance towards falling damages.

Way of the Meteor

The monks in this monastery channels their strength through their fists with an immeasurable level of power. I think they can even break a mountain with their bare fists. I should be wary of making a handshake with them.

Blazing Fists

When you picked this tradition on your 3rd level, as a bonus action, you can use 1 ki point to wrap both of your fists with flames. While in this effect, your unarmed attacks will deal additional 1d4 fire damages. It will turn into 1d6 on your 9th level and 1d8 on your 15th level.

This feature can last for 1 minute and you can extinguish it as a free action.

Endothermic Skin

On your 6th level, your body now has adapted the harsh temperature of flames. You gain a resistance toward fire damages. Additionally, you can use your Deflect Missiles feature to reduce all incoming fire damage you took. Even if it's not a projectile.

Comet Strike

At your 11th level, you begin to understand how to use the power of asteroids by spending 3 ki points. As an action, you can move as far as your speed and deal fire damage equal to twice of your Martial Arts die plus your Dexterity modifier.

For every 20 feet of movement you take, the damage die amount will increase by 1. The damage die amount limit is equal to twice of your proficiency bonus. The target then must succeed on a Dexterity saving throw against your Ki save DC or take half damage.

Asteroid Blast

When you hit your 17th level, When your Blazing Fists feature is active, you can bolster your flaming fists and combine all possible attacks you can made into one single attack as a bonus action and release it as an action. You can also spend ki points to do Flurry of Blows and include the attacks into this way of attack.

Additionally, your unarmed strikes made from this feature will cause an aftershock for 30 feet radius away from you. All creatures within that radius must succeed on a Dexterity save against your Ki save DC to take half damage from your initial unarmed strike damage.

Way of the Tide

Well as the people say that playing with fire is dangerous. So how about playing with water? The monks who goes to this monastery is probably having the time of their lives.

Whirlpool

When you picked this tradition on your 3rd level, as a bonus action, you can spend 2 ki points to conjure a 15 feet radius puddle of water that twists around you for 1 minute as an action. The water will move along with you and count as a difficult terrain for other creatures of your choice.

Additionally, as an action, you can entangle a single creature within your puddle and forces them to make a Strength saving throw against your Ki save DC. On a failed save they're restrained. They can use their action to make an Athletics check against your Ki save DC to escape.

Wave Rider

Also on your 3rd level, when your Whirlpool feature is active, you can hit a surface area to conjure a line of water wave that travels along a surface from the point of impact to a desired location within 30 feet away with your fists. The surface area can be the ground, walls, ceiling or any solid surfaces. There must not be a floating gap between you and your target or else it will stop at that gap. Upon arrival, your fist will emerge from the water and hit the target. This attack counts as an unarmed strike.

Wet Fists

On your 6th level, while your Whirlpool feature is active, all of your unarmed strikes will soak your target in water.

High Tide

At your 11th level, you can spend 3 ki point to conjure a 15 feet wide wave of water in front of you. The wave will travel for up to 30 feet forward until it dissipates.

All creature hit with this wave must succeed on a Strength saving throw against your Ki save DC or take damages equal to your Martial Art damage die and have a disadvantage on their attack rolls until the start of your next turn. A creature who failed their save will also get pushed 5 feet towards the wave direction.

Tidal Upsurge

When you hit your 17th level, you have adapted to control the waves with your hands. Whenever you're standing in a shallow water surface, your Martial Arts damage die will be doubled.

Way of the Quake

The ground is the place we live on, yet we still have little to no understanding of what it can do. Monks of of this monastery concerns themselves with the balance of the world and discipline themselves in respecting the earth.

Boulder Toss

When you picked this tradition on your 3rd level, you can lift a Medium sized boulder or a piece of the ground within 15 feet of you and throw it to a creature as an action. This will only work if there is a visible dirt ground, stones, or any types of minerals that you can find beneath the ground. The boulder counts as a simple melee weapon that you're proficient with and has the thrown property with the range of 10 plus the speed bonus gained from your Unarmored Movement feature. You can add your Wisdom modifier to the attack and damage rolls instead of Strength or Dexterity. On a hit, it will deal bludgeoning damage equal to twice of your Martial Arts die. On 6th level, the boulder you throw from this feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, if you lift a piece of the ground, that 5 by 5 feet of space will become a difficult terrain.

Detect Ground

On your 6th level, you have learned to sense the aura of a stone of what it sense near it. As a bonus action, you can focus your mind and gain 30 feet of tremorsense until the end of your next turn. This will let you see all sorts of things that touches the ground, it can be creatures or objects but it will all be seen as silhouettes and does not have any colors.

Stone Grasp

At your 11th level, when you hit a creature with an unarmed strike, you can spend 2 ki points to grasp them with stones, making them restrained. The creature can use their action to try to escape at the start of their turn by making an Athletics check against your Ki save DC. In addition, you can move them where ever you want within 30 feet away from you.

Fissure

When you hit your 17th level, the earth quakes as you reign. You can use your action to stomp the ground and cause a 30 feet line of the ground to crack. This crack will last for 1 round and at the start of your next turn, it will crumbles and create an implosion among the cracks.

During this turn, all creatures (except you) within the 15 feet of the crack must succeed on a Constitution saving throw against your Ki save DC. On a failed save they will all take thunder damage equal to three times your Martial Arts die and fall prone. On a successful save, they will take half damage instead.

Additionally, you can spend ki points to add another Martial Art die to the damage.

Paladin

Below are some of the subclasses for paladins that exists in the world of Aquethya.

Oath of Avarice

Money and other valuables keep the world going, for one is but a speck of dust in the world ran by riches. Paladins who swore this oath are tenacious warriors and respectful duelists. They are chivalrous in their battle but not limited to do all things to win.

Tenets of Avarice

A paladin who takes this oath has the tenets of the duelist seared on the upper part of their body.

Greed is Power. Wealth brings influence, and influence brings control. Seek treasure as a means to achieve greatness.

All For One. Never hesitate to claim what is yours by right or strength.

Unbounded Ambition. Always strive for more. No goal is ever enough.

Oath Spells
Paladin Level Spells
3rd Command, Distort Value
5rd Blindness/Deafness, Silence
9th Incite Greed, Vampiric Touch
13th Compulsion, Leomund's Secret Chest
17th Dominate Person, Geas
Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Hoardkeeper's Greed. As an action, you brand a creature within 30 feet with your avarice mark. The creature becomes cursed for 1 minute. While cursed, whenever it takes damage, it must succeed on a Wisdom saving throw to drop one non-magical item it is holding or carrying (your choice). If it has no items, it takes additional psychic damage equal to your Charisma modifier (minimum of 1).

  • Rags of Riches. When you reduce a hostile creature to 0 hit points, you can use your Channel Divinity to conjure an explosion of coins around the creature. The total number of coins are equal to half as much hit points it has (rounded down).

Aura of Acquisition

Starting at 7th level, you gain a sense of wealth and can pin point valuables and magical items within 15 feet radius of you.

Additionally, when you or an allied creature in your aura regain hit points, it gains temporary hit points equal to your Charisma modifier (minimum 1).

At 13th level, the range of this aura increases to 30 feet.

Soul Acclamation

On your 15th level, your greed now is stronger than ever as you crave mortal souls to be in your collection. When a creature is reduced to 0 hit point, you can use your action to call its soul back to you as it became your servant. That soul became a Ghost and is under your control. If you use this feature again while the previous soul is still present, it will disintegrate the previous soul.

Once you use this feature, you must finish a long rest to be able to use it again.

Avatar of Avarice

At 20th level, you can transform into a being of pure greed for 1 minute. As an action, you gain the following benefits:

  • You have advantage on attack rolls against creatures carrying wealth (coins, gems, or magical items).

  • If a creature scores a critical hit, you can use your reaction to turn it into a normal hit and turn your next attack within the next 1 minute into a critical hit; only if you hit your target.

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

Oath of the Champion

The best honor is to die in battle, yet to not die is also a blessing of a chance to be a better self. Paladins who swore this oath are tenacious warriors and respectful duelists. They are chivalrous in their battle but not limited to do all things to win.

Tenets of the Champion

A paladin who takes this oath has the tenets of the duelist seared on the upper part of their body.

Never Back Down from a Challenge. If someone challenges you for a battle, never cower in fear and stand your grounds. Even if you know that there is no chance of winning.

Honor the Dying. Rather than sparing the dying and letting them live in pain. Promptly end their future torment of losing to you.

Trained by Failure. In battle, there are no perfect win and you may lose in some fights. Never succumb to your failure and let it motivate you to be a better fighter.

Oath Spells
Paladin Level Spells
3rd Compelled Duel, Shield
5rd Aid, Cloud of Daggers
9th Crusader's Mantle, Haste
13th Death Ward, Locate Creature
17th Holy Weapon, Temporal Shunt
Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Warcry. As an action, you can taunt a single creature that you can see within 30 feet away from you. The target must succeed on a Charisma save against your spell save DC. If they fail, they will focus their attacks towards you for 1 minute. While in this state, all of their attack rolls must be made on a disadvantage and they can't concentrate on spells. They may make another Charisma save as an action to end the effect early.

  • Colosseum. You create a 30 feet radius arena of circular wall with 10 feet of height that cages you and other creatures within that radius. Nothing can go out and inside the arena, including teleportations and all creatures inside will gain total cover against outside sources and vice versa. Additionally, you gain +1 to your AC while inside this arena. The wall has an AC equal to your spell save DC and hit points equal to half of your hit points.

Aura of Valor

On your 7th level, you constantly emit an aura of your inextinguishable spirit. When there are more than 2 hostile creatures within 30 feet away from you, you gain +1 to your attack rolls for every creatures within range above the amount of 2 creatures. This bonus cannot be higher than your proficiency bonus.

Press the Attack

At your 15th level, your tenacity in combat has heightened your fighting prowess. You can make 1 additional weapon attack in the same attack action.

Overwhelm

When you hit your 20th level, as an action, you can turn into a one man army and call down an artillery support to aid you in your battle.

While in this state, you gain the following benefits:

  • Every time you took damage more than 20 in a single attack, one illusory duplicates of yourself from the Mirror Image spell will come out from you and take half of the damage for you.
  • The duplicates will last for 5 rounds and each time a creature targets you with an attack while your duplicate exists, roll a d20 to determine whether the attack instead targets one of your duplicates.
  • A duplicate's AC equals to your AC. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
  • Only 5 duplicates can be present in the same time.

This feature only lasts for 1 minute and you must finish a long rest to be able to use it again.

Oath of the Galleon

With the abundance of sea water and other water surface, land dwellers find ways to traverse between islands by sailing. Paladins who took this oath are guardians of the land and sea. Sworn to protect the land dwellers from the sea and the sea dwellers from the land.

Tenets of the Galleon

A paladin who takes this oath swears to safeguard the people who boards ships from otherwordly threats.

The Hull and the Sea. Respect the waters if it doesn't done you any harm, as it's the only thing that lets your boat afloat.

Splice the Mainbrace. Give equal respect to your whole crew mates. All people who joins your crew has the right to be alive and feel safe.

Dead Men Tell No Tales. A group of sailors who died on the sea can not get back to the shore and tell their adventure. Protect the land dwellers from succumbing to the depths of the abyss.

Oath Spells
Paladin Level Spells
3rd Catapult, Command
5rd Air Bubble, Hold Person
9th Tiny Hut, Wall of Water
13th Control Water, Staggering Smite
17th Hold Monster, Maelstrom
Bonus Proficiency

Once you pick this oath, you gain a proficiency in Sea Vehicles.

Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Batten Down the Hatches. As an action, you rouse the ardor of your fellow mates within 15 feet away from you. All creatures of your choice within range will take reduced damage equal to twice of your Paladin level for 1 minute. If you took damage, you must make a Constitution save as if concentrating on a spell to maintain the effect.

  • Keelhaul. All ships has a purpose. By this statement, you summon a ghostly ship that sails through the battlefield towards a direction of your choice. The ghost ship is 30 feet long and 15 feet wide will travel for 60 feet forward. All creatures within that path of the ship must make a Dexterity saving throw against your spell save DC. On a failed save, they will take bludgeoning damage equal to twice of your Paladin level. If a creature is at the end of the ship's travel path, they will take bludgeoning damage equal to 3 times of your Paladin level instead. On a successful save, they only take half damage.

Aura of Turbulence

On your 7th level, your experience in the sea has made you stable in your footing when a huge wave crashes your ship.

As long as you're no incapacitated, you and creatures of your choice within 15 feet away from you will never gain the effect of walking through a difficult terrain and can just use 10 feet of speed to stand up after getting knocked prone. The aura range will be doubled at your 18th level.

Additionally, if you're boarded on a ship, the effect expands through ship's floor and all creature's of your choice who touch the ship will be affected by this aura.

Anchor Smite

At your 15th level, your smite is a restrain to all beastly creatures beneath the ocean surface. When you use your Divine Smite feature after hitting a creature, you can instead change the effect to anchor a creature to a point and it can not leave within 15 feet away from their initial point for 1 minute.

The creature may make an action to escape by making an Athletics check against your spell save DC.

Dead Man Sailing

When you hit your 20th level, if an unfortunate events that lets your party got their hit points reduced to 0, you can forgo your death saving throws and rise yourself and your allied creatures to the surface and walk again.

All of the creatures within 30 feet away from you will instantly stabilizes and regain 1 hit point. After that, all of the affected creatures can not take any damage for 1 round and is immune towards all conditions for 1 minute, including death.

Oath of Love

Those who doesn't yearn for love is eternally damned by loneliness. Paladins who took this oath are lovers who fight for their love. They are known to be extremely committed to their cause, but what fuels their commitment is not a sense of morality, or a divine sense of justice, but rather their very own feelings.

Tenets of Love

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

Love Thy Self. Before all else, one must love and appreciate oneself.

Love All Else. Those who don't show their affection to other shall be urged about the way of compassion.

Fight for Thy Love. One must protect one's dearest from evil and harm.

Refuge of the Love. It is better to be loved than be feared.

Oath Spells
Paladin Level Spells
3rd Bless, Charm Person
5rd Calm Emotions, Warding Bond
9th Catnap, Fast Friends
13th Charm Monster, Compulsion
17th Dream, Skill Empowerment
Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Devotee's Yearn. As an action, you can choose one creature within 30 feet of you to be your dearest partner nor the next minute. That creature is charmed by you. If they aren't willing, they must succeed on a Wisdom saving throw to refuse it and can attempt to make another Wisdom saving throw to end the effect on it after the end of its turn. While charmed to you this way, any damage you deal to them will have additional 1d8 psychic damage to them and any healing you give from your Lay on Hands feature will be doubled. Creatures that can’t be charmed are immune to this effect.

  • Amouring Touch. As a bonus action, you can end any condition on a creature of your choice that you can touch. Alternatively, you can reduce 1 level of exhaustion with this Channel Divinity.

Aura of Compassion

On your 7th level, your love and compassion to other people has grow stronger as you radiate a 15 feet aura that is warm to the touch. All allied and charmed creatures within your aura can use their bonus action to make the Help action if you allow them. In addition, whenever you or a creature affected by this aura makes a Help action, their target gains a number of temporary hit points equal to 1d6 plus your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Resolute Affection

At your 15th level, your love to others gets more intense as it became your greatest asset in a relationship. Whenever you tries to charm a creature that is immune to the Charmed condition, they must still make the saving throw but with an advantage.

If they fail, they will be charmed to you at half the original duration, regardless if they are immune to it or not. This feature does not work on constructs.

Angel of Love

When you hit your 20th level, as an action, you can transform into the living embodiment the emotion of love itself that lasts for 1 hour. While transformed, you gain the following benefits:

  • Choose a number of creatures equal to your Charisma modifier (minimum of 1). You and those creatures gain bonus to your AC equal to your Charisma modifier.

  • If a creature within 30 feet of you isn't immune to the charmed condition, you can instantly make them charmed to you or another creature within 30 feet of you.

  • All creatures within your Aura of Compassion cannot be charmed by creatures other than you; unless you allow them to be.

Oath of Wrath

The rage and wrath of a person shall be quenched and leave no regrets behind. Paladins who took this oath are calm and collected people who has all of their hatred and anger quenched, thus making them temporarily peaceful at times.

Tenets of Wrath

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

Cease No Embers. Embrace the fire within you, allowing it to fuel your determination and strength.

Quench Thy Anger. Never surrender to your emotions and show other how you feel. The bitter truth is better than a sweet lie.

Hold No Grudge. You shall hold no grudge at others as you should and must quell your anger openly and promptly.

Oath Spells
Paladin Level Spells
3rd Silvery Barbs, Wrathful Smite
5rd Crown of Madness, Flaming Sphere
9th Antagonize, Crusader's Mantle
13th Blight, Elemental Bane
17th Destructive Wave, Flame Strike
Channel Divinity

Starting on your 3rd level, you gain the following two Channel Divinity options.

  • Violent Smite. Right after you hit a melee weapon attack, you can ignite the weapon you used to attack with wrathful energy, using your Channel Divinity. Before rolling the damage roll, your weapon damage increases by 5 + twice of your Paladin level. If you scored a critical hit, your target will gain the incapacitated condition until the end of your next turn.

  • Divine Outrage. As an action, you can let a burst of insults within 15 feet radius around you. All hostile creatures within the radius will take 1d4 psychic damage and gain -1 penalty to all of their attack rolls, saving throw. If they have disadvantage on one of the rolls listed before, the penalty will become -2 instead. The penalty lasts for 1 minute.

Aura of Rage

On your 7th level, your mere presence is a testament to the mortals as you radiates a 10 feet of warm aura that gives all allied creatures to be immune to the charmed condition and a resistance against psychic damage. The aura range will be doubled at your 18th level.

Mania

At your 15th level, whenever you successfully hit a creature, you can mark that creature for damnation. That creature must succeed on a Constitution saving throw against your spell save DC. On a failed save, that creature can't cast any spells and their movement speed is cut in half until the start of your next turn.

Scourge of Wrath

When you hit your 20th level, you can scorch yourself in hellish flames. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to all damage.
  • Your melee weapon attacks deal one additional damage die.
  • You gain advantage in any Strength and Constitution saving throws and ability checks.
  • Your hit point cannot go below 1.

This feature will end early if you went unconscious or incapacitated for more than 2 rounds and you must finish a long rest to be able to use this feature again.

Ranger

Below are some of the subclasses for rangers that exists in the world of Aquethya.

Mane Master Conclave

In such dire situations, many people lost their equipment to fight back. Some rangers reach out through their magical connection with their hair to aid them in difficult fights and hunts.

Hair Weapon

Starting at 3rd level, you've found out how to infuse your hair with magical properties to add it to your arsenal. By expending a 1st level spell slot, you can create any melee weapon of your choice that deals piercing or slashing damage from your hair that will last for 1 hour. If you use higher level spell slot, the duration of hours is equal to the spell slot level.

Weapons made from this feature will always have the Finesse property and counts as magical.

Additionally, the hair weapon gain +1 to its attack and damage rolls if you expend 2nd level spell slot. It will become +2 if you expend a 4th level spell slot.

Mane Master Magic

Also at 3rd level, you learn the Thorn Whip cantrip if you don't already know it. When you cast it, you use your hair as the whip and you can use your hair to fulfill the somatic and material components.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the table below. Each spell takes form as your hair takes shape resembling the spells and counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know

Ranger Level Spells
3rd Snare, Thorn Whip
5th Barkskin
9th Fly
13th Grasping Vine
17th Arcane Hand
Protective Keratin

On your 7th level, you are protected by a flock of your long hair. You gain the following benefits as long as your hair persist.

  • You gain +2 to your AC if you wear a light armor and isn't holding a shield.
  • As a reaction, you can roll 1d6 plus your proficiency bonus and use the result to reduce any damage taken to you; except fire damage.

This particular protective hair can be burned if you take fire damage and will regrow at the end of your next two turns.

Agile Fibers

At your 11th level, you've mastered the art of combat using your hair. When you make an attack action using your hair weapon, you can make another attack as a bonus action.

Split Ends

When you hit your 15th level, your skills in controlling your hair for offensive method has earned you a way to do it efficiently. Your hair weapon can now acts as an independent floating weapon that can make two attacks after your turn ends. Once per long rests, you can conjure another hair weapon as an action that will last for 1d4 + 1 turns.

Wind Shifter Conclave

These rangers are the riders of the wind. They utilize the wind to propels their attacks and help them move around swiftly and efficiently.

Gale Form

Starting on your 3rd level, you can focus your self and embrace the winds that is flowing through you. As a bonus action, you became a semi-transparent wind form of yourself and gain additional walking speed equal to half of your walking speed. Attacks made from provoking opportunity attacks will be at a disadvantage while this feature is in effect.

This feature will last for up to 1 hour and will end early if you're incapacitated or as a bonus action. Once used, you must finish a short or long rest to be able to use this feature again.

Gale Blade

Also on your 3rd level, when your Gale Form feature is in effect, you can apply your wind powers through your weapons. As an action, you thrusts your melee weapon to a creature within 10 feet of you. Make a melee spell attack roll, on a hit, you will conjure a line of strong wind that will push your target 20 feet away from you and take 4d4 slashing damage. At higher level, the damage die will increase by 2d4 on your 6th, 12th and 18th level.

Airflow

On your 7th level, your surrounding winds will aid you in your journey. You can make a jump as far as half your walking speed while in mid air. If you somehow hit the ground while falling, you can reduce the damage dice equal to your Ranger level as a reaction. Additionally, as long as the wind can blow through your skin arround you, your passive Perception will gain +3 bonus.

Gentle Winds

At your 11th level, you can conjure a breeze that is soothing to touch. As an action you emit a 10 feet radius spherical winds that will give you and your allied creatures hit points equal to 2d8 plus your Wisdom modifier. This feature can be used several times equal to your proficiency bonus and you'll regain all uses after you finish a long rest.

Hurricane

When you hit your 15th level, your wind powers are strong enough to pierce several creatures. When you make a weapon attack action, you can use your bonus action to summon swirling winds at the end of your weapon's projectile.

You gain the following abilities:

  • Sky Piercer. You can forgo your ranged weapon attack action and instead fire a 100 feet long straight line of arrow shot that will pierce through creatures. If there are creatures in the line, they must succeed on a Dexterity save against your spell save DC to take half from 5 times of your weapon damage.
  • Wind Dancer. You can forgo your melee weapon attack action and instead spin and creates a circular slash that will strike creatures within 15 feet away from you. All creatures within that radius must succeed on a Dexterity save against your spell save DC to take half from 5 times of your weapon damage.

Rogue

Below are some of the subclasses for rogues that exists in the world of Aquethya.

Brute

Many bandits or brutes who lived on the streets have their own way of fighting. Rogue of this archetypes are street fighters and use dirty tactics to win a fight.

Street Fighting

When you choose this archetype at 3rd level, you've learned the way of dirty fighting that most people use on the street.

Your unarmed strike deals 1d6 bludgeoning damage and you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. In addition, you gain proficiency with improvised weapons.

Cunning Attack

Also at your 3rd level, you can make a Sneak Attack using unarmed strikes or improvised weapon.

Dirty Fighting

On your 9th level, you've found a way to dominate your enemies with simple tactics. When you deal Sneak Attack damage, you can add one of the following effects.

Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. Below are the options as follows.

EFFECT COST
DESCRIPTION
Cripple 1d6
You reduce your target's speed by 10 feet until the start of your next turn.
Obscure 3d6
Your target must succeed on a Dexterity saving throw, or it has the blinded condition until the end of its next turn.
Sap 1d6
Your target must succeed on a Constitution saving throw or gain disadvantage on its next attack roll before the start of your next turn.
Trip 2d6
If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

If an effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and proficiency bonus.

Shrewd Maneuver

At your 13th level, you've adapted on how to survive in harsh situations. You can add your Dexterity modifier in any saving throws you make.

Sudden Strike

When you hit your 17th level, you can surprise your enemies by sudden attacks. Right after you successfully landed a Sneak Attack, you can use your bonus action to make another attack. This attack can be a Sneak Attack, even if you have already made one on your turn.

Rift Walker

Phase walkers or rift walkers are the masters of walking between realms or planes. They're also the master of stealth by hiding beyond the plane of existences.

Phasewalk

When you choose this archetype at 3rd level, as a bonus action, you gain the ability to go into the spatial rift plane. While in this effect, you are shrouded in mist and is invisible to all creatures.

You can't talk and is blinded and deafened to anything 10 feet away from you. You'll return to the material plane if you make an attack or just simply returns using your bonus action.

Void Rebuke

Starting on your 3rd level, while you use your Phasewalk feature, you are still tangible and you emit cold and berating aura. Although you are invisible, you will still trigger an opportunity attack when leaving a creature's melee range, but on a disadvantage.

If they fail, you can use your reaction to make a melee attack to that creature that deals force damages with the amount equal to your Sneak Attack damage. You can use this feature several times equal to your proficiency bonus and regain all uses after a short or long rest.

Returnal Blast

On your 9th level, you emit a burst of force after returning from phase walking. After your Phasewalk feature ends, you'll cause a small explosion that deal force damage equal to 2d8 plus your Dexterity modifier. All creatures within range must succeed on a Dexterity save to take half damage.

Temporal Separation

At your 13th level, your presence in the spatial rift cause destruction to the material plane. As an action when you're in the effect of your Phasewalk feature, all creature within 10 feet radius from you must succeed on a Constitution saving throw to avoid taking 3d6 force damage. This feature will lasts for 1 minute.

Ether Strike

When you hit your 17th level, you can make a single melee attack without ending your Phasewalk feature early and you can add your Sneak Attack dice to the damage roll.

Sorcerer

Below are some of the subclasses for sorcerers that exists in the world of Aquethya.

Dream Walker

You are not from this world, but rather the embodiment of someone else's imagination from their dream. Your existence is also magical by itself, as you are a Sorcerer yourself.

Insomnia

Starting at 1st level, you cannot be put to sleep by any possible means, as you are constantly in the state of sleeping but doesn't count as resting.

Once per 1 hour, you can spend a single hit die as if you're finishing a short rest, but this effect does not gain the benefit of a short rest.

Dream Weaving

Also on your 1st level, as an action, you can spend 2 sorcery points to cause one creature of your choice that you can see to instantly put to sleep for up to 1 minute. That creature must succeed on a Wisdom saving throw against your spell save DC to avoid this effect.

On a failed save, they will fall unconscious for up to 1 minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Additionally, you can usher simple ideas to the sleeper as if being affected by the Suggestion spell, except this time it only lasts for 1 hour after the sleeper is awake.

Sleep Walking

At your 6th level, your constant sleeping state has given you the swift movements that automatically dodges you from harm. When a creature within 30 feet of you makes an attack roll towards you, you can impose a disadvantage to the attack roll as a reaction. You can use this feature several times equal to your Charisma modifier and will regain all uses after finishing a long rest.

Hallucination

On your 14th level, the intangibility of your body has given you the power to shape shift. As an action, you can turn into any beasts, plants or any objects that you've seen before. This transformation does not change your statistic, but rather just your appearance. Any creatures can make an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to make sure that your appearance is real or not. On a successful save, the creature will think that they are dreaming.

Dream Invasion

When you hit your 18th level, you can invade other creature's dream while they're asleep and sees what they see in their dreams. Alternatively, you can dig deep into the creature's memory to look for information. Make an Arcana check, it must go above the creature's Wisdom saving throw to succeed. You can only use this feature once per long rests.

Additionally, you don't need to spend any sorcery points to use your Dream Weaving feature while inside a creature's dream. You can only use this feature once per creature before finishing a long rest.

Giants Descendant

You were born as a descendant of the giants but isn't actually a giant yourself. Maybe instead of a physical attributes, you gain their magical powers instead.

Grow

Starting at 1st level, you begin to harness the true nature of your ancestry. As a bonus action, you can change your size to Large if you are Medium or smaller for up to 1 hour.

While in this form, you can use your Charisma modifier instead of your Strength modifier if you must make a Strength ability check or saving throw.

Once you use this feature, you must finish a short or long rest to be able to use this feature again.

Colossal Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Colossal Magic table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st Absorb Elements, Earth Tremor
3rd Enlarge/Reduce, Stone Spike*
5th Call Lightning, Glyph of Warding
7th Elemental Bane, Stoneskin
9th Rolling Stone*, Wrath of Nature
Skin of the Giants

At 6th level, your physical appearance has changed as your giant ancestry finally taken place. Whenever you are larger than Medium, you can expend 2 sorcery point and gain the following benefits.

  • You gain a resistance against cold, fire, lightning or thunder damage. You can expend 1 more sorcery point to gain one more damage resistance from the listed damage types.

  • You gain temporary hit points equal to twice of your Charisma modifier (minimum of 2).

Mountainous

On your 14th level, the physical semblance to your ancestry finally become so much apparent. When you use your Grow feature, you can choose to became Huge instead of Large.

In addition, the temporary hit points you gain from your Skin of the Giants feature is now three times as much from your Charisma modifier (minimum of 3).

Arms of the World Walker

When you hit your 18th level, .

Warlock

Below are some of the subclasses for warlocks that exists in the world of Aquethya.

The Ancient Archosaur

The archaic dinosaur that was once a warlords from the Earth Dragon has called upon your future presence from the past.

Extended Spell List

Spell Level Spells
1st Hunter's Mark, Longstrider
2nd Barkskin, Locate Animals or Plants
3rd Ashardalon's Stride, Erupting Earth
4th Stoneskin, Tectonic Slam*
5th Destructive Wave, Wrath Of Nature
Saurian Form

Starting when you make a contract with this patron on the 1st level, you gain the gift of claws from your patron.

As a bonus action, you can transform yourself into a hybrid of a dinosaur. Your feet turns into a reptilian leg with scales and talons. Your walking speed increases by 10 and you can use it to make unarmed strikes, dealing 1d8 slashing damage.

This form lasts for 1 minute and you can transform several times equal to your Charisma modifier. You can then regain all of your uses after finishing a long rest.

If you later gain the Pact of the Chain feature, you can choose to pick the form of a Deinonychus instead.

Later on your 5th level, the unarmed strike damage from this feature counts as magical and you can use your Charisma modifier, instead of Strength, for the attack and damage rolls.

Colossus

On your 6th level, your size now mimics the size from your patron in a one by a billion ratio. Whenever your Saurian Form feature is active, your reach increases by 5 feet, and if you are smaller than Large, you can choose to become Large in size.

In addition, the unarmed strike dealt from your Saurian Form feature will deal 1d12 slashing damage instead when you choose to become Large.

Pterosaur Flight

When you reach 10th level, your patron blesses you with a pair of wings in exchange for a pair of your arms. When your Saurian Form feature is active, you can choose to turn your arms into a pair of wings and gain flying speed equal to your walking speed. You cannot use your hands to wield weapon or holding a shield. If a spell has the somatic component, you cannot use your hands to fill in the requirement.

In addition, when you make an unarmed strike from your Saurian Form feature, you can make another attack as part of the same attack action.

Rex Archosauria

Finally at your 14th level, your patron blesses you with the appearance of his soldiers. As an action, you can turn into a dinosaur form for 1 minute, granted by your patron, listed below. When you use this feature, you must finish a long rest to be able to use it again.

While transformed, you can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your dinosaur form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Hex, that you've already cast.


Aetheranodon

Huge beast (dinosaur), unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 161 (13d12 + 65)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 19 (+4) 21 (+5) 8 (-1) 16 (+3) 2 (-4)

  • Saving Throws Dexterity +4 (plus PB)
  • Senses Your senses
  • Languages Understands any languages you know but can't speak

Traits

Ancient Beast. All attacks made by the dinosaur counts as magical.

Flyby. The dinosaur doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Actions

Multiattack. The dinosaur makes one Bite attack and one Talons attack.

Bite. Melee Weapon Attack: +6 (plus PB) to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage.

Talons. Melee Weapon Attack: +6 (plus PB) to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Wing Gusts (Recharge 5–6). The dinosaur beats its wings, creating bursts of thunderous force. Each creature within 10 feet of the dinosaur must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 33 (8d8) thunder damage, is pushed up to 30 feet horizontally from the dinosaur, and has the prone condition. On a successful save, a creature takes half as much damage and is pushed up to 15 feet horizontally from the dinosaur.


Magnasauria

Gargantuan beast (dinosaur), Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 200 (15d12 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 13 (+1) 25 (+7) 8 (-1) 17 (+3) 2 (-4)

  • Saving Throws Strength +4 (plus PB)
  • Senses Your senses
  • Languages Understands any languages you know but can't speak

Traits

Ancient Beast. All attacks made by the dinosaur counts as magical.

Tremor Walk. Every time the dinosaur walks up to its speed, all creatures within 15 feet of it must succeed on a Dexterity saving throw against your spell save DC to avoid taking 2d12 bludgeoning damage.

Actions

Multiattack. The dinosaur makes one Bite attack and one Tail attack. The dinosaur can’t target the same creature.

Bite. Melee Weapon Attack: +8 (plus PB) to hit, reach 10 ft., one target. Hit: 39 (5d12 + 8) piercing damage. On a hit, the target has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the dinosaur can’t Bite another target.

Tail. Melee Weapon Attack: +8 (plus PB) to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

The Great Giant Ooze

The great giant ooze Myxomycota has bestow you a piece of his power. A giant sentient green ooze with the size of a galleon ship. He gave you the power to control oozes or turn into one yourself.

Extended Spell List

Spell Level Spells
1st Absorb Elements, Grease
2nd Acid Arrow, Protection from Poison
3rd Slow, Stinking Cloud
4th Black Tentacles, Vitriolic Sphere
5th Cloudkill, Bigby's Hand
Liquidated Asset

Starting when you make a contract with this patron on the 1st level, your patron bestows upon you the ability to turn yourself amorphous. As a bonus action, you can turn your body into ooze-like and you can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also gain a resistance toward acid damages and other oozes will always see you as friendly while in this form until you harm them. This feature will last for 10 minutes and once you use this feature, you can't use it again until you finish a short or long rest.

In addition, when you take bludgeoning, piercing and slashing damages, you can use your reaction to gain a resistance against that damage types.

If you later pick the Pact of the Chain feature, you can choose to pick the form of a Grey Ooze.

Oozekin

On your 6th level, you can request a companionship to your patron to aid you in your adventure. As an action, you can summon 4 Small, 2 Medium or a single Large ooze. These oozes are friendly to you and will follow your command for up to 10 minutes or they're reduced to 0 hit points and then they will dissipates.

As a bonus action, you can mentally command these oozes if they are within 30 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action those oozes will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor.

If you issue no commands, the oozes will defend themselves against hostile creatures. Once given an order, the oozes will finish that task to the best of their capabilities.

Below is the ooze's statistics.

Size HP AC Attack Ability Score
Small 15 18 +7 to hit, 1d6 STR 4, DEX 16
Medium 30 14 +6 to hit, 2d6 STR 12, DEX 12
Large 60 10 +5 to hit, 3d6 STR 18, DEX 6

These oozes deal bludgeoning damage and an additional 2d4 acid damage.

The ooze's Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. They have walking and climbing speed of 40 feet for Small, 20 feet for Medium and 10 feet for Large ooze.

Slime Rider

When you reach 10th level, while your Liquidated Asset feature is active, you gain an immunity towards acid damage and can mount Large sized ooze which are not hostile towards you. You don't need to mount on top of it, you can mount the ooze inside it. It will give you air pockets so you won't suffocate. Only you can mount it. While inside, you can't make melee attacks but you has total cover from effects originating outside of it. If you cast spells or make any ranged attacks, the ooze will create a hole for your projectiles to go through. If the ooze took damage from any area damage, you will only take half of the damage.

Additionally, if you already used your Liquidated Asset feature before resting, you can use 1 spell slot to activate it instead.

Split-Second Split

Finally at your 14th level, whenever you're attacked with an attack that deals bludgeoning, piercing, slashing damages or any type of attack that fires a visible projectile and can impact your body, you can use your reaction to quickly split your body and give yourself bonus to your AC equal to twice of your Charisma modifier.

After splitting, you will immediately reform back to your original shape. Alternatively, you can instead gain bonus to your Dexterity saving throw equal to your Charisma modifier. After using this feature, you can't use it again after finishing a long rest.

The Raijin

You may have prayed to the god himself, or maybe you got struck by a magical lightning. Either way, the war god Raijin has chosen you to be his right hand man (or woman) and gave you a part of his electrifying powers.

Extended Spell List

Spell Level
Spells
1st
Gift of Alacrity, Thunderous Smite
2nd
Blur, Kinetic Jaunt
3rd
Call Lightning, Lightning Bolt
4th
Freedom of Movement, Storm Sphere
5th
Control Winds, Destructive Wave
Storm Arts

Starting when you make a contract with this patron on the 1st level, the god of lightning has blessed you with martial arts. Your unarmed strikes now deal an additional 1d4 lightning damage.

Later on higher levels, the damage die will change to 1d6 on your 6th level, 1d8 on your 11th level and to 1d10 on your 17th level.

Thunder Drums

On your 6th level, you gain the ability to beat the war drums of the thunder god. Whenever you hit a creature with a melee attack, you gain an instance of Thunder Drums, with a maximum equal to your Charisma modifier (minimum of 1).

You can use your bonus action to expend the current amount of your Thunder Drums instances and gain 1d6 temporary hit points for each instances. The Thunder Drums will slowly disappear after 1 hour or you finishes a short rest.

In addition, you gain resistance towards lightning damage.

Unstable Current

When you reach 10th level, when you deal lightning damage to a creature, you can use your reaction to make the lightning jump to another creature within 15 feet of your initial target and must succeed on a Dexterity saving throw or take half the lightning damage you deal (rounded down).

On a failed save, the lightning will jump again to another creature. Each jumps will reduce the range by 5 feet and deal half as much damage from the previous one.

Ball Lightning

Finally at your 14th level, as an action, you can enshroud yourself in volatile electricity and move to any unoccupied space up to 60 feet away from you and phase through creatures. If there's no more space to move, you can choose to stop instead.

Once on your turn, each creatures who you pass through must make a Constitution saving throw or take 2d10 lightning damage or half as much on a successful save. If you provoke any opportunity attacks, those attacks will be made on a disadvantage. On a hit, you will stop within 5 feet near the creature who hit you.

After stopping, all creatures within 10 feet of you must succeed on a Constitution saving throw or take 10d10 lightning damage or half as much on a successful save. You can only use this feature once per short or long rests.

Pact Boon

Below are the boon options you can pick.

Pact of the Maw

A mouth has slit upon a location somewhere within your skin. You can move the mouth anywhere within your skin.

Below are the effects you gain with it:

  • You can use your action to enlarge it and bite a creature within 5 feet away from you. The bite will deal 1d8 piercing damage and counts as an unarmed attack for you. You can use your Charisma modifier for the attack and damage rolls instead of Strength.

  • You can speak and consume food or drink through the mouth.

  • You can cast spells with the verbal component through the mouth.

Pact of the Eye

Your patron has gave you an eye that replaces one of your eye. This eye perceives more than a normal eye.

As an action, you can see through a the defense and mortality of a creature that you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

This benefit can be used a number of times equal to your Charisma modifier, and all expended uses are restored when you finish a long rest.

Eldritch Invocations

The following are a list of eldritch invocation options for a warlock that you can pick.

Amulet of Rebound

Prerequisite: 7th level, Pact of the Talisman feature


When the talisman in on your person and you took hit from an attack roll that you can see. You can use your reaction and roll a Charisma check plus your Warlock level. Use the result to reduce the damage you took. If the damage is reduced to 0, you can return the damage back to your attacker as part of the same reaction.

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

Arcane Intensity

Prerequisite: Pact of the Eye feature


Every time you roll the highest number on the damage die for your Warlock cantrips, you can roll an additional die and add its damage to the total. You can roll additional damage dice for up to equal to your Charisma modifier. You must be able to see your target to gain this benefit.

Commanding Stare

Prerequisite: 9th level, Pact of the Eye feature


You can cast Geas once using a warlock spell slot. You can't do so again until you finish a long rest.

Dreaded Cacophony

Prerequisite: 15th level, Pact of the Maw feature


You can cast Dissonant Whispers at will on its lowest level, without expending a spell slot or material components.

Eldritch Halitosis

Prerequisite: 9th level, Pact of the Maw feature


As a bonus action, you can open your pact maw and letting it start to charge. On your later turns, you can use your action to release the charge, dealing force damage to all creatures within 15 feet cone of you. All creatures within the area must succeed on a Constitution saving throw against your spell save DC to take half as much damage. The damage is 3d6 force damage for each charge. You cannot charge more than equal to your proficiency bonus.

Flesh Puppeteer

Prerequisite: 9th level, Pact of the Chain feature


Once per long rest, as an action, you can force a creature within 30 feet of you that you can see to make a Charisma saving throw against your spell save DC. On a failed save, you can control their movements for up to 1 hour.

As a bonus action, you can control the creature to do one of the things below.

  • Move. The creature moves to an unoccupied space within 60 feet of you.
  • Strike. The creature makes one attack that it can use to a target of your choice.
  • Wrestle. The creature grapples or shoves (your choice) a target of your choice.

Each time after the creature finished doing things as you willed or it took damages, it can make another Charisma saving throw to end the effect early.

Eminence of the Chain Master

Prerequisite: 9th level, Pact of the Chain feature


Once per long rest, as an action, you can turn your familiars into a more powerful version of themselves. The new form depends of which type of Warlock familiar did you summoned. You can transform Imp or Quasit into any Fiend, Pseudodragon can be transformed into any Dragon and Sprites can be transformed into any Fey. The CR limit of the transformation is up to 4. The transformation lasts for 10 minutes. After the duration ends, your familiar will die.

Engorging Maw

Prerequisite: 5th level, Pact of the Maw feature


You can attack with your pact maw twice, instead of once, whenever you take the Attack action on your turn.

Hearing Doubles

Prerequisite: 7th level, Pact of the Maw feature


When you cast a spell as an action, you can use your bonus action to cast a cantrip that has a verbal component and has the casting time of an action through your pact maw.

Infernal Gaze

Prerequisite: 9th level, Pact of the Eye feature


You can cast Immolation once using a warlock spell slot. You can't do so again until you finish a long rest.

Mimicry

Prerequisite: Pact of the Maw feature


You can mimic the speech of another person or the sounds made by other creatures through the mouth. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Ominous Bulwark

Prerequisite: 5th level


You can cast Armor of Agathys spell on yourself at will as a 1st-level spell, without expending a spell slot or material components. Additionally, you can change the damage type into acid, fire, lightning or thunder.

Otherworldy Arms

Prerequisite: Pact of the Blade feature


You can choose to conjure a pair of gauntlets that lets your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

Realmspace Seer

Prerequisite: 15th level, Pact of the Eye feature


You gain 15 feet of truesight and 30 feet of blindsight.

Sinister Gaze

Prerequisite: 7th level, Pact of the Eye feature


Once per long rests, as a bonus action, you can intensely stare at a creature and forces it to make a Wisdom saving throw against your spell save DC. On a failed save, they will be stunned for up to some moments as long as your eye can stay open or went unconscious.

On the start of your later turns, you must succeed on a DC 10 Constitution saving throw to maintain your eye to not blink. The DC will increase by 3 every time you succeed the saving throw. If you take damages, you the DC increases by 3 when you later make the saving throw.

Watcher in the Mist

Prerequisite: 5th level, Pact of the Eye feature


Once per long rests, you can cast the Hunter's Mark as a 1st-level spell, without expending a spell slot or material components.

Wizard

Below are some of the subclasses for wizards that exists in the world of Aquethya.

School of Geomancy

The wizards from this traditions have acquired the knowledge and the mastery to bend earth as they pleases and uses it as their focus of study.

Geomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a geomancy spell into your story book is halved. If a geomancy spell is not a wizard spell, it is nonetheless a wizard spell for you.

Create Platform

Starting on your 2nd level, as an action, you can conjure a 5 feet diameter of circular pattern around your feet and raise a portion of the ground to support you levitating. While you're on the platform, you can move it everywhere equal to your walking speed. It will ignore difficult terrain and can go up and down. You can also control it from afar within 15 feet away from you.

The platform is can hold up to several pounds of weight equal to 5 times of your proficiency bonus. It has an AC of 10 and hit points equal to your Intelligence score and will last for 10 minutes or when you conjure up a new platform.

Stone Hands

On your 6th level, you'll learn the Earthen Grasp and will always have it prepared, but it does not count against the number of spells you prepare. If you cast it using this feature, you can change the hand's size into Large or Tiny. If it become Large, the damage increases as if it was casted using a higher level spell slot. If it becomes Tiny, it will lose 1 damage die. The creature size limit also changes along with the hand's shape.

Pillar

At your 10th level, as an action, you can point one of your hand upwards and conjure a 5 feet wide and height of stone pillar at the tip of your hand. The height is equal to 5 times of your Intelligence score. As the same action, you can drop it down and each creature in the area of where the pillar dropped must make a Dexterity saving throw against your spell save DC. A creature takes 1d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage will increase by 1d12 for every 5 feet of the pillar's length.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Mountainous Arsenal

When you hit your 14th level, you can spend 1 minute of time to conjure a Mountain Golem and has a cock pit anywhere you want to put it on. You must have access to at least 15 feet radius of stone or dirt. Once inside, you gain full cover from the outside and the inside, but you can see what the golem sees by concentration.

You must maintain a concentration when you conjure the golem or else it will crumble. If the Golem takes damage after its hit points goes below half from its maximum hit points, you must start making Constitution check to maintain your concentration everytime the golem takes damage. Once you use this feature, you can't use it again for 24 hours and must finish a long rest.


Mountain Golem

Huge construct, Unaligned


  • Armor Class 19
  • Hit Points 10 × your Intelligence score
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23(6) 8(-1) 21(5) 1(-5) 11(0) 3(-4)

  • Saving Throws Strength +11, Dexterity -1, Constitution +10
  • Skills Athletics +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing and other Nonmagical Attacks
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Senses
  • Languages Understands the languages of its creator but can't speak
  • Challenge 12 (8,400 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Siege Monster. The golem deals double damage to objects and structures.

Actions

Multiattack. The golem makes two attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Boulder. Ranged Weapon Attack: +11 to hit, range 120/480, one target. Hit: 34 (6d8 + 7) bludgeoning damage.

Bonus Actions

Earth-Shaking Movement. The golem moves up to its speed and then sends a shock wave through the ground in a 30-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 17 Constitution saving throw or lose concentration.

School of Hydromancy

The wold of Aquethya is filled with water, making it a source that will prosper you if you can handle it. Wizards of Aquethya chooses to study to manipulates water as their focus in magical study.

Hydromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a hydromancy spell into your spellbook is halved. If a hydromancy spell is not a wizard spell, it is nonetheless a wizard spell for you.

Hydro Familiars

Starting at 2nd level, you always have the Find Familiar spell prepared, and it does not count against the number of spells you prepare and you can cast the spell as an action, without expending material components.

There some differences when conjuring familiars by this feature, such as :

  • The familiar will counts as elemental, instead of beast
  • It will only lasts for 10 minutes
  • You can have more than 1 familiars at once and each familiars can be a beast but not a swarm, with a CR below half of your proficiency bonus (rounded down)
  • The familiar's hit points are cut in half
  • You can't cast spells through the familiar conjured by this feature.
  • The familiar can take the Attack action on its turn.

You can use this feature several times equal to your Intelligence modifier and you'll regain all uses after a long rest.

Floaters

On your 6th level, you've mastered the arts of walking above the water surface. You and your hydro famiiars are now are constantly in the effect of Water Walk spell. The feature can only let you walk on water or any liquids with low viscousness. You can use your bonus action to submerge into the water if you're in the need to dive.

Geyser

At your 10th level, as an action, you can target up to several creatures within 60 feet away from you equal to your Intelligence modifier and conjure a 5 feet radius pool of water beneath their foot.

At the start of your next turn, the pool of water will burst into a torrent and if there are creatures within that radius, they must succeed on a Dexterity saving throw against your spell save DC or got pushed 10 feet upwards, multiplied by your proficiency bonus. This torrent will last for 1 minute and has the effects from the Wall of Water spell.

If you're within the torrent radius, you can automatically succeeds the saving throw. Once you used this feature, you must finish a short or long rest to be able to use it again.

Heavy Rain

When you hit your 14th level, your range of mastership in manipulating water has reached into controlling weather. As an action, you can conjure a 120 feet radius of rain that lasts for 1 hour. You can choose to be soaked in the rain water or not. You can choose how dense the rain is. A heavy rain will heavily obscure vision within the rain and normal rain will lightly obscure vision.

If you choose to not getting soaked by the rain water, your vision will not be hindered by the rain. You can only use this feature once per long rests.

Equipment


Weapons come in an endless variety of flavors and designs, from the subtle elven foil to the bombastic light cannon. This section details new types of weapons, their properties. Such weapons are listed below.

Simple Melee Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Gauntlet, Claws
5 gp 1d4 slashing 2 lbs.
Fist, light
Gauntlet, Knuckle
5 gp 1d4 bludgeoning 2 lbs.
Fist, light
Gauntlet, Spiked
5 gp 1d4 piercing 2 lbs.
Fist, light
Martial Melee Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Grim Scythe
65 cp 1d10 slashing 6 lbs.
Reach, versatile (1d12)
Katana
30 gp 1d8 slashing 3 lbs.
Finesse, versatile (1d10)
Naginata
50 gp 1d10 slashing 5 lbs.
Finesse, heavy, reach, two-handed
Simple Ranged Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Flintlock
50 gp 2d6 piercing 5 lbs.
Ammunition (range 30/90), loading, mechanical
Greatbow
75 cp 1d10 piercing 8 lbs.
Ammunition (range 100/400), heavy, tension, two-handed
Shuriken
5 cp 1d4 slashing 1/4 lb.
Finesse, thrown (range 20/60)
Slingshot
2 sp 1d6 bludgeoning 1/4 lb.
Ammunition, range (60/120), tension
Martial Ranged Weapons
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Musket
75 gp 2d12 piercing 5 lbs.
Ammunition (range 60/120), loading, mechanical, two-handed
Portable Ballista
75 gp 3d8 piercing 18 lbs.
Ammunition, range (100/200), heavy, loading, mechanical, two-handed
Portable Cannon
80 gp 2d12 bludgeoning 20 lbs.
Ammunition, range (80/160), heavy, loading, mechanical, two-handed
Portable Howitzer
70 gp 6d4 slashing 20 lbs.
Ammunition, range (30/60), heavy, loading, mechanical, two-handed
Ammunitions
AMMUNITION
COST WEIGHT
Ballista Bolt
1 gp 6 lbs.
Bullet (10)
2 gp 2 lbs.
Cannonball
1 gp 8 lbs.
Howitzer Shrapnels
1 gp 4 lbs.
Greatbow Arrow (5)
1 gp 6 lbs.
Slingshot Bits (10)
1 sp 2 lbs.

Extra Weapon Properties

The following are additional weapon properties listed below.

Fist. Attacks made with this weapon are treated as unarmed strikes.

Mechanical. When making an attack with a mechanical weapon, you don't add your ability modifier to the damage rolls.

Tension. When making a ranged weapon attack with a tension weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Magic Items


Among seasoned adventurers, enchanted rings and fearsome magic weapons are a mark of status, signifying adventuring experience. The following are magic items listed below alphabetically.

Cheshire Mask

Wondrous item, rare


An onyx crested masquerade mask, featuring cat ears and a wide grin. When you wear this mask, you can see invisible creatures within 30 feet of you.


Suggested price: 500 gp

Hippocampus Horseshoe

Wondrous item, uncommon


These mithril bound horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they grant the creature's swimming speed by 30 feet.


Suggested price: 500 gp

Sealing Talisman

Wondrous item, rare


A sticky slip of rectangular paper with deep red and black ink stroke, depicting an incantation in celestial language that translates to "Halt".

If the talisman is put on a door or a gate, it turns the door to be near impossible to open, much less to destroy it. To open the door, a creature must succeed on a DC 25 Strength (Athletics) check or deal more than 100 damage within the span of 5 seconds.

If the talisman is put on a fey, fiend or undead creatures, they must succeed on a DC 16 Charisma saving throw or be restrained until the talisman is lifted. The restrained creature can try to break free from the talisman restraints by succeeding on a DC 25 Charisma saving throw at the end of each of their turns. The talisman will be destroyed, on a successful save to escape the restrained condition.


Suggested price: 2.500 gp

Planeswalker Encyclopedia

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a chronicler)


While you are holding this crystal encrusted book, you can use it as a spellcasting focus for your chronicler spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your chronicler spells. The bonus is determined by the book's rarity.

You can use this book as a story book. In addition, this book has additional story pages equal to twice of the spellcasting bonus granted by the book.


Suggested price: 425 gp (uncommon), 4.250 gp (rare), 14.500 gp (very rare)

Rain Dancer

Weapon (naginata), rare (requires attunement)


This item is an naginata with turquoise blue blade and a glowing golden streaks along its handle. If you are proficient with naginata, you are proficient with this item. You gain a +2 bonus to attack and damage rolls made with this weapon.

As an action, you can swing and twist this item and dance around as it slowly causes the sky to turn darker. While this happens, the sky will start raining in a 1 mile radius of you and all of the creatures' vision within the radius will be lightly obscured.

If you do this 2 times, the rain will pour heavier and heavily obscures all creatures within the area. If you do this 4 times, the rain will became a storm. All creatures within the storm radius must roll a d20 at the start of their turns. On a 5 or below, they will get struck by lightning and take 6d6 lightning damage. You don't need to roll the d20.

The rain will last for 10 minutes after the last time you dance or 1 minutes after you danced for 5 times before the rain dissipates.


Suggested price: 4.250 gp

Ryuuketsu Blade

Weapon (katana), rare (requires attunement)


This item is an katana sword with jet black obsidian blade. If you are proficient with katana, you are proficient with this blade. You gain a +1 bonus to attack and damage rolls made with this weapon.

As a bonus action, you can empower this blade by expending your blood to it to deal additional damages. For every 10 hit points you expend to this blade, you will deal additional 2d8 necrotic damage by this blade.

Alternatively, the additional damage can be split into different attack and you can target creatures within 30 feet of you. Make a ranged attack roll for each attacks made this way.


Suggested price: 3.500 gp

Shiranui Bead

Wondrous item, uncommon


A glimmering bead that has a teal color. Rumored to be made from the hands of a very powerful yokai named Tamamo no Mae. As an action, you can pinch the bead and crush it. This will cause a blue flame bursting from your hand. The flame is not hazardous to you. You can cause one of the effect below.

  • You throw the flame to a space within 30 feet of you and the flame will explode in a 10 feet radius, dealing 3d6 fire damage. This fire damage will bypass any fire resistances.

  • You gain advantage in any ability check, attack roll and saving throw you make until the start of your next turn.


Suggested price: 100 gp

Spells

In the mystical realm of Aquethya, magic weaves its threads through the lives of its inhabitants, granting them the extraordinary ability to cast spells and harness supernatural powers. A diverse array of individuals, from devoted clerics drawing strength from daily devotions to skilled bards conjuring magical effects through the ethereal melodies of their lutes, contribute to the rich tapestry of enchantments that define the essence of Aquethya. Each practitioner, whether a seasoned sorcerer or an aspiring spellcaster, plays a unique role in shaping the magical landscape of this fantastical world.


Embark on a captivating journey through our latest collection of meticulously crafted spells, immersing yourself in a realm where the boundaries of imagination are surpassed. This next chapter unfolds with an assortment of incantations that beckon those who dare to explore the untold realms of magic. The enchantments within this collection transcend the ordinary, inviting both seasoned wizards and novices alike to embrace the mystical forces that lie at the heart of Aquethya, opening doors to realms where the extraordinary becomes commonplace.

Geomancy

Geomancy spells, distinguished by the (geomancy) tag. Channel the earthbound power of these spells, shaping landscapes and manipulating the very essence of the terrain to forge your path.

Geomancy Spells

The following are geomancy spells are presented in an order according to each spell levels. Spells marked by an asterisk (*) are new spells.

Magic Stone

Transmutation cantrip (geomancy)


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

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.


Spell Lists: Artificer, Druid, Warlock

Mold Earth

Transmutation cantrip (geomancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Spell Lists: Druid, Sorcerer, Wizard

Conjure Wall*

1st-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (a stone brick)
  • Duration: 1 minute

You transmute the ground into a 5 feet tall and wide wall, with the thickness of 1 foot. The wall has 10 AC and will break after it took damages more than ten times of the spell slot level used. The wall will become a difficult terrain after the duration ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall can take more damage for each slot level above 1st.


Spell Lists: Druid, Ranger

Earth Tremor

1st-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Spell Lists: Bard, Druid, Sorcerer, Wizard

Geomantic Spring*

1st-level transmutation (geomancy)


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

A 5 foot radius patch of the ground within range of you instantly springs upwards and thrown all creature on it. Each creatures within the radius must succeed on a Dexterity saving throw to take half from 2d6 bludgeoning damage. On a failed save they will be flung 10 feet upwards. Creatures that are too big from the spell radius cannot be flung.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius by 5 feet and the height of the creatures flung by 10 feet.


Spell Lists: Druid, Sorcerer, Wizard

Geo Weapon*

1st-level transmutation (geomancy)


  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Components: S
  • Duration: 1 minute

The ground or any stone surface near you molds into a melee weapon of your choice. Weapons made from this spell deals magical damage for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon gain +1 to its attack and damage rolls for every two slot levels above the 1st.


Spell Lists: Artificer, Cleric, Druid, Paladin, Ranger

Clobber Stone*

2nd-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

The ground quakes as three rocky tendrils in the shape of fists juts out from the earth. You can bludgeon them at one target or several. Make a melee spell attack for each fists. On a hit, the target takes 2d8 bludgeoning damage.

The rocky tendrils will crumbles after the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional rocky tendril for each slot level above 2nd.


Spell Lists: Druid, Sorcerer, Wizard

Earthen Grasp

2nd-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.


Spell Lists: Sorcerer, Wizard

Stone Spike*

2nd-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Self (30 foot line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You raised a patch of the earth or any stone surface near you in a spike shape, mimicking stalagmites or stalactites. All creatures within range must succeed on a Dexterity saving throw to take half as much from 3d8 piercing damage.

Alternatively, you can change the spell to affects all creature in a 5 feet radius within 30 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Spell Lists: Paladin, Ranger

Quaking Smite*

2nd-level evocation (geomancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon quakes with an earth-crumbling sound as you strike. The attack deals an extra 2d6 force damage to the target, and the target must succeed on a Strength saving throw to avoid falling prone. Hit or miss, after the attack has been made, the ground within 5 feet away of your target will become a difficult terrain.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.


Spell Lists: Paladin, Ranger

Erupting Earth

3rd-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.


Spell Lists: Druid, Sorcerer, Wizard

Obsidian Scythe*

3rd-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (50 gp worth of obsidian)
  • Duration: 10 minutes

The ground bursts with a sharp jet-black obsidian stone that is shaped like the blade of a scythe. A creature of your choice within range must succeed on a Dexterity saving throw or take 6d6 piercing damage. On a failed save, the creature will fall prone and be pinned to the ground, restrained by the scythe. The pinned creature can use its action to break free by making an Athletics check against your spell save DC to escape. On a successful save, they'll only take half damage and gain no further conditions.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Spell Lists: Artificer, Druid, Sorcerer, Warlock, Wizard

Wall of Sand

3rd-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement.

A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.


Spell Lists: Wizard

Stone Shape

4th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.

So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.


Spell Lists: Artificer, Cleric, Druid, Wizard

Stoneskin

4th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.


Spell Lists: Artificer, Cleric, Druid, Wizard

Tectonic Slam*

4th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

The ground within 10 feet of you will quake and all creatures within range except you must succeed on a Constitution saving throw or take 4d8 bludgeoning damage or half as much on a successful save.

If there are 4 creatures (except you) inside the range, the spell range will increase by 10 feet, with a maximum of 20 feet radius. In addition, the damage will increase by 2d8 for all creatures inside the additional radius.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius limit increases by 10 feet for each slot level above 5th.


Spell Lists: Druid

Rolling Stone*

5th-level conjuration (geomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chunk of gravel)
  • Duration: Concentration, up to 1 minute

You conjure a Large size spherical boulder on an unoccupied space within the spell range. As a bonus action, you can mentally command the boulder to roll towards any location, as long as it's within 60 feet away from you, or else it will crumble into dust.

If the boulder hits a creature, they must succeed on a Dexterity saving throw to take half from 6d6 bludgeoning damage. On a failed save, they will fall prone and if you choose to keep the boulder on top of a cerature, they will also have the restrained condition until the boulder is no longer on top of them. Objects and structures will take double damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the boulder size increases by one category for each slot level above 5th.


Spell Lists: Druid, Sorcerer, Wizard

Transmute Rock

5th-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (clay and water)
  • Duration: Instantaneous

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.

  • Transmute Rock to Mud
    • Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.
    • If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
    • If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Transmute Mud to Rock.
    • Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

Spell Lists: Artificer, Druid, Wizard

Wall of Stone

5th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.


Spell Lists: Artificer, Druid, Sorcerer, Wizard

Bones of the Earth

6th-level transmutation (geomancy)


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

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.


Spell Lists: Druid

Flesh to Stone

6th-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of lime, water, and earth)
  • Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Maw of the Earth*

6th-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of stalactite or stalagmite)
  • Duration: Concentration, up to 8 hours

Points to an area within range. A 10 feet radius of the ground will be open and create a 60 feet deep hole. All creatures within 5 feet of the outer radius of the hole must succeed on a Dexterity saving throw or fall into the hole. On a successful save, they can move 5 feet away from the hole. If a creature is within 5 feet radius of the center of the hole, they will immediately fall.

Later on your turns while the spell is still active, you can use your action to shrink the walls of the hole by 5 feet radius per action. If a creature fits the size of the hole or is larger than it, they will gain the restrained condition and succeed on a Strength saving throw to take half as much from 6d6 bludgeoning damage.

The ground must have at least 60 feet deep of thickness for this spell to create a hole and contain a creature inside it; or else it would only create a hole through the ground to what's below.


Spell Lists: Druid

Move Earth

6th-level transmutation (geomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an iron blade and a small bag containing a mixture of soils – clay, loam, and sand)
  • Duration: Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension.

So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.


Spell Lists: Druid, Sorcerer, Wizard

Conjure Town*

7th-level transmutation (geomancy)


  • Casting Time: 1 hour
  • Range: 1 mile
  • Components: V, S, M (packs of brick and mortar worth 20.000 gp, which the spell consumes)
  • Duration: Instantaneous

You conjure a small town within range that has the size of 300 feet radius. The town is filled houses made out of gravel, mud and stone. You can specify how many houses are there and how big each houses will be. It can't have more than 10 Huge houses, but you can reduce 3 Huge houses to create a 50 by 50 feet of town hall. Each houses are not decorated with furnitures, but each houses has window sills and doorways.

If you cast this spell again near the previous town, it will merge seamlessly without any malformed structures. It will create stairs if the ground is not sufficient and if a building is conjured on top of another building.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the town and the number of houses conjured is doubled.


Spell Lists: Druid, Wizard

Earthquake

8th-level evocation (geomancy)


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
  • Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.

  • Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

  • Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape.

The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.


Spell Lists: Cleric, Druid, Sorcerer

Hydromancy

Hydromancy spells, marked with the (hydromancy) tag. Harness the fluid essence of these spells, manipulating currents and conjuring tidal forces to shape your destiny.

From the serene embrace of the "Create Water" spell to the tempestuous might of "Control Water". Explore the harmony of nature's most essential element and unlock the secrets of Hydromancy, where the tides of fate are yours to command.

Hydromancy Spells

The following are hydromancy spells are presented in an order according to each spell levels. Spells marked by an asterisk (*) are new spells.

Shape Water

Transmutation cantrip (hydromancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Spell Lists: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

Water Gun*

Transmutation cantrip (hydromancy)


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

You extend your forefinger and thumb, a dangerous gesture mimicking a gun and shoot a blast of water from your finger. Make a ranged spell attack, the water will deal 2d4 piercing damage on a hit. On a hit, the target will be soaked in water. Water created by this spell will evaporate after 10 seconds.

At Higher Levels. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).


Spell Lists: Artificer, Sorcerer, Warlock, Wizard

Create or Destroy Water

1st-level transmutation (hydromancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • Duration: Instantaneous

You either create or destroy water.

  • Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
  • Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.


Spell Lists: Cleric, Druid

Hydro Limbs*

1st-level transmutation (hydromancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a drop of water)
  • Duration: 1 minute

You extend your hands outwards and turning it into a surging water. While this spell is in effect, it will give you a 5 feet reach for your melee attacks. If this spell lasts for 30 seconds or more, you will start to get soaked in water. Additionally, when you cast a spell that has a range of touch while this spell is in effect, the range of the spell increases accordingly.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the reach range by 5 feet.


Spell Lists: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

Streaming Smite*

1st-level evocation (hydromancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon shows splashing waves and a cool breeze as you strike. The attack deals an extra 1d6 cold damage to the target, which becomes soaked in water until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Spell Lists: Paladin, Ranger

Tidal Pool*

1st-level evocation (hydromancy)


  • Casting Time: 1 bonus action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

A splashing wave of water burst out from under your feet and lashes out to other creatures around you. Each creature of your choice in a 10-foot radius originating from you must make a Constitution saving throw.

On a failed save, a creature takes 2d12 bludgeoning damage and got soaked in water. On a successful save, the creature takes half as much damage but still get soaked. In addition, all objects within the area of effect are automatically soaked in water.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.


Spell Lists: Druid, Sorcerer

Shark Wave*

2nd-level evocation (hydromancy)


  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Components: V, S, M (a fish fin)
  • Duration: Concentration, up to 1 minute

You point your finger towards a creature of your choice within range that you can see. A watery shark fin will go through all kinds of surface towards your target's space and lunges when it goes within 5 feet away from them. The shark will bite your target and deal 3d6 piercing damage or take half as much damage by succeeding on a Dexterity saving throw against your spell save DC. The sharks count as creatures and will provoke opportunity attacks. If an attack damages the shark for more than your spellcasting ability score, it will dissipates. As long as your concentration persist, you can use your action to lunge another shark towards your target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of shark increases by 1.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Wave Form*

2nd-level transmutation (hydromancy)


  • Casting Time: 1 action
  • Range: Self (15 feet)
  • Components: S, M (a drop of water)
  • Duration: Instantaneous

Your body and the items you wear dissolves into water and surges for up to 15 feet forward.

While in this form you can pass through objects without harm and can fit through a space as narrow as 1 inch wide.

If you move past through a creature, that creature must succeed on a Strength save against your spell save DC to avoid falling prone. You will not provoke any opportunity attacks while in this form. Your body will be soaked for 6 seconds once this spell is cast.


Spell Lists: Druid, Ranger

Serpent Swim*

3rd-level conjuration (ritual) (hydromancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fish scale)
  • Duration: Concentration, up to 1 hour

You conjure a sea serpent fully made out of water that engulfs your body. While inside, you will not suffocate and gain swimming speed equal to twice of your walking speed until the duration ends. In addition, you gain resistance against cold damage.


Spell Lists: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

Tidal Wave

3rd-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.


Spell Lists: Druid, Wizard

Torrent*

3rd-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: Self (100 foot line)
  • Components: V, S, M (a dried seahorse or starfish)
  • Duration: Concentration, up to 1 minute

When you cast this spell, a watery sphere of vortex spins at the palm of your hand for the duration of the spell. When the spell ends, either because your concentration is broken or because you decide to end it, the sphere burst to a point within your choice and all creatures within the spell range must succeed on a Strength saving throw. A creature takes bludgeoning damage equal to the total accumulated damage and be pushed 10 feet away from you within the spell range on a failed save, or half as much damage and doesn't get pushed on a successful one.

The spell’s base damage is 4d6. If at the end of your turn the sphere has not yet burst, the damage increases by 1d6.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage die becomes 1d8. When you use a 7th level spell slot, the damage die becomes 1d10, and to 1d12 if you use a 9th level spell slot.


Spell Lists: Druid

Wall of Water

3rd-level evocation (hydromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target.

Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.


Spell Lists: Druid, Sorcerer, Wizard

Water Walk

3rd-level transmutation (ritual) (hydromancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of cork)
  • Duration: 1 hour

This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.


Spell Lists: Artificer, Cleric, Druid, Ranger, Sorcerer

Control Water

4th-level transmutation (hydromancy)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

  • Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
  • Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
  • Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
  • Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.


Spell Lists: Cleric, Druid, Wizard

Watery Sphere

4th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a droplet of water)
  • Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.


Spell Lists: Druid, Sorcerer, Wizard

Drown*

4th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a glass of water)
  • Duration: Concentration, up to 1 minute

A 5 foot diameter pool of water appears beneath a creature that you can see within range. The creature will be pulled 15 feet down through the pool of water, transporting them into a pocket dimension filled with water. They must succeed on a Strength saving throw or to resist the pulling force and swim back up again. While the spell still active, you can use your bonus action to pull them down 15 feet deeper.

The spell will not work if the diameter is smaller than the creature and if they are not fully inside the pool.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the pool of water diameter will increase by 5 feet.


Spell Lists: Druid, Sorcerer, Wizard

Maelstrom

5th-level evocation (hydromancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (paper or leaf in the shape of a funnel)
  • Duration: Concentration, up to 1 minute

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.


Spell Lists: Druid

Aquahydra*

6th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a glass of water and a fish scale)
  • Duration: Concentration, up to 1 minute

When you cast this spell, three tendrils made of water and shaped like a dragon head appear on your back for the duration. As a bonus action, you can command the heads to attack a creature within 15 feet of you. Make a melee spell attack, on a hit they will take 2d8 slashing damage. You can command one or more heads to attack different targets on the same action.

You can use your reaction to make a melee spell attack to a creature when they attempt to attack you while in your melee range, on a hit, their attack will be made on a disadvantage.

If you get hit while this spell is active, you can roll a d20. If it lands on a 11 or higher, one head will appear on your back. Only 6 heads may appear at maximum.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 and the amount of heads you can conjure at the start of casting the spell and the maximum heads conjured after taking damage will be increased by 1.


Spell Lists: Sorcerer, Warlock, Wizard

Ravenous Wave*

7th-level conjuration (hydromancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a seashell and a vial of water)
  • Duration: Concentration, up to 1 minute

You conjure a massive pool of water on a surface area, the pool will erupts a towering wave with the shape of a maw. All creatures within a 30-foot radius of the pool's origin must make a Dexterity saving throw.

On a failed save, a creature takes 8d8 piercing damage as they are bitten by the ravenous maw or half as much damage on a successful save. While maintaining concentration, you can use a bonus action on each of your turns to direct the pool's movement up to 15 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the biting damage increases by 1d8 for each slot level above 7th.


Spell Lists: Druid, Sorcerer, Warlock, Wizard

Tsunami

8th-level conjuration (hydromancy)


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.


Spell Lists: Druid

Voyage to Aquethya

By EUKI Hiyano

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art Credits:

Cover: Hydroblast - Joseph Meehan
Page 2: …… - MI
Page 3: Ionia - North Front
Page 5: Sea Gate - Josh Hutchinson
Page 6: Underwater City - François Dumoulin
Page 7: 前段时间得一个新尝试 - Z.LH
Page 8: [ MHF #6 ] 2015 - RAINMAN PAGE
Page 9: Floating HomeLand - G liulian
Page 10: Jolrael - Lorenzo Mastroianni
Page 11: Merlin - Rui Li
Page 13: The Map Merchant - Graey Erb
Page 15: Storyteller - Linda Lithén
Page 19: WitchHunter - Ilich Henriquez
Page 20: Greenglade Duo - Jelena K D
Page 22: Ciri - Anna Podedworna
Page 24: Attended Healer - Wisnu Tan
Page 25: Messenger Geist - labyrinthoracle
Page 27: Underwater - Alexey Kruglov
Page 28: Asura - sandara
Page 31: Shark Surfer - Cindy Avelino
Page 35: Carnivorous Plant - Daniel Lee
Page 38: KATARA - Rossdraws✦
Page 44: Windranger Arcana - Knight Zhang
Page 47: Zilortha - Antonio J. Manzanedo
Page 49: Raiden Sama - Gonzo Snow
Page 52: Magic Water Cave - Łukasz Kryński
Page 55: Flusterstorm - Chris Rallis
Page 63: Eel Umbra - Howard Lyon
Page 65: Sea Speaker - Olivia Rea
Last Page: Environments - Arthur Bourgeais

Art copyright: ©Wizards of the Coast LLC.

Page Textures: /u/flamableconcrete
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