My Documents
Become a Patron!
## Myrmidon Among frigid mountain peaks, a stout dwarven man faces off against a great white dragon. The dragon prepares to release its icy breath, but the man remains unfazed. As the breath parts around him, the dragon can do nothing but cower beneath the raging inferno that now stands before it. Deep beneath the earth, an elven woman dances among a mob of chitine, floating among a swirling vortex of light. Each strike of her mace, guided by starlight, proves fatal for the chitine. Soon, the last chitine falls limp as the final star winks out. The jingle of metal against metal sounds from the captain's pouch as the deck of the *Wake's Boon* creaks against the crashing tide. The captain barks orders to his crew; he will not let the beast get away—not this time. When the great beast finally rears its head above the waves, the shattered pieces that reside in his pouch reform into a dreadful harpoon, racing directly toward its mark. Myrmidons are capable elementalists, bound by their tradition of wielding relics from past members of their ranks. Each myrmidon is attuned to a primal source of power, known as a Primeval Melody, granting them great control over whatever it is that the melody represents—whether that be the inferno, the tide, the stars, or something else entirely. ### A Song of Creation Underlying all things, myrmidons believe there exists a song, at least in a metaphorical sense. The music in the crackling of a hearth, a drum beat that underlies the lapping of waves against sand, a pattern that connects the stars. The goal of a myrmidon is to understand this song, as there is power in its understanding. No myrmidon has come to grasp the whole song, but many of the most powerful claim to hear a true echo as they draw on their chosen melody. ### An Echoing Resolve To be a myrmidon is to stand on the shoulders of giants. Often, myrmidons are forged by their relationship with their predecessors. Some come from a long line of myrmidons, while others may take up an apprenticeship with a current myrmidon. Whatever the case, no myrmidon exists in a vacuum, and how they relate to their predecessors is among the most important factors for them to consider. ### Creating a Myrmidon When creating a myrmidon, consider your character's relationship with the myrmidons that came before them and their reasons for choosing a particular Primeval Melody. Do they come from a lineage of myrmidons, immersed in teachings about their family's chosen melody? Were they an explorer who stumbled across a long-forgotten relic of a previous myrmidon? Reflect on their connection with the past members of their order and how the memories of those who came before influence their current actions. \columnbreak
#### Quick Build You can make a Myrmidon quickly following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Charisma and Constitution. Second, choose the Sage or Hermit background. \pagebreak
##### The Myrmidon | Level | Proficiency Bonus | Features | Relics | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Primeval Melody | — | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Engraved Relics | 1 | 2 | — | — | — | — | | 3rd | +2 | Engraved Legacy | 1 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 1 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 1 | 4 | 2 | — | — | — | | 6th | +3 | Primeval Melody Feature | 1 | 4 | 2 | — | — | — | | 7th | +3 | Enhanced Attunement | 1 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 1 | 4 | 3 | — | — | — | | 9th | +4 | ─ | 2 | 4 | 3 | 2 | — | — | | 10th | +4 | Primeval Melody Feature | 2 | 4 | 3 | 2 | — | — | | 11th | +4 | Heirloom Assault | 2 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 2 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 2 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Primeval Confluence (5th level) | 2 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Primeval Melody Feature | 2 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 2 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Primeval Confluence (6th level) | 2 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Engraved Soul | 3 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 3 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Perfected Legacy, Primeval Confluence (7th level) | 3 | 4 | 3 | 3 | 3 | 2 |
## Class Features #### Hit Points ___ - **Hit Dice:** 1d10 per myrmidon level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per myrmidon level after 1st. #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapon, martial weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Acrobatics, Athletics, Arcana, History, Nature, Performance, and Persuasion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon and a shield or *(b)* two martial weapons or *(c)* a longbow and 20 arrows - *(a)* leather armor or *(b)* scale mail - *(a)* a scholar's pack or *(b)* an explorer's pack - A component pouch \columnbreak
If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 × 10 gp to buy your equipment.
#### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the *Player's Handbook* (p.163), here's what you need to know if you choose the myrmidon as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have both Strength or Dexterity and Charisma score of 13 or higher to take a level in this class, or to take a level in another class if you are already an myrmidon. ***Proficiencies Gained.*** If myrmidon isn't your initial class, here are the proficiencies you gain when you take your first level in myrmidon: light armor, medium armor, shields, simple weapons, martial weapons. ***Spell Slots.*** Add half your levels (rounded down) in the myrmidon class to the appropriate levels from the other classes to determine your available spell slots.
\pagebreakNum ### Primeval Melody *1st-level Myrmidon feature* ___ Each myrmidon is attuned to a primal source of power, described to be akin to a song. Choose a Primeval Melody: the Chorus of Flames, the Nocturne of Starlight, or the Strand's Requiem. Your choice grants you features at 1st level, and again at 6th, 10th, and 15th level. Your choice also determines your spell list. ### Engraved Relics *2nd-level Myrmidon feature* ___ You arm yourself with the instruments of past myrmidons, relics to remind you of their deeds and suffuse you with their strengths. **Obtaining Relics** You gain one relic of your choice from the list of relics at the end of your chosen Primeval Melody. You gain an additional relic at 9th level, and again at 18th level. When you gain a level in this class, you can choose one of your relics and replace it with another relic from your subclass. If a relic is lost or destroyed, you can mend or reform it with 2 hours of work (this can be done over the course of a long rest). **Relic Spells.** Each relic has an associated spell list with a 1st, 2nd, and 3rd level spell. While the relic is in your possession, you gain the spells listed at their associated levels. **Relic Features.** Each relic has two types of features. The first feature is an effect that can be used at will, unless stated otherwise, while the second feature requires the use of a spell slot to activate. To gain the benefits of either effect, the relic must be in your possession. ### Spellcasting *2nd-level Myrmidon feature* ___ You begin to cast spells by channeling the power of your attuned Primeval Melody. See Chapter 10 of the *Player's Handbook* for the general rules of spellcasting. #### Spells Known of 1st Level and Higher You know the spells listed in your Primeval Melody's spell list. This spell list gives you spells at 2nd, 5th, 9th, 13th, 14th, 17th, and 20th level. #### Spellcasting Ability Charisma is your spellcasting ability for your myrmidon spells; the call on a Primeval Melody requires imposing your will upon it. You use your Charisma whenever a myrmidon spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a myrmidon spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
\columnbreak
### Engraved Legacy *3rd-level Myrmidon feature* ___ You imbue your own relic to be used by those who come after you. What form it takes is up to you. Its effects are different for its creator, and it remains incomplete. For now, your personal relic affords you the following benefits while it is in your possession: - You can use this relic as your spellcasting focus. - Choose two of your skill proficiencies when you gain this feature. When you make an ability check using either of your chosen proficiencies, you can roll a d4 and add the number rolled to the total. You cannot benefit from this feature while benefiting from another effect that would otherwise add a bonus die to your roll, such as the *guidance* cantrip. If this relic is lost or destroyed, you can mend or reform it with 2 hours of work (this can be done over the course of a long rest). \pagebreak
### Ability Score Improvement *4th-level Myrmidon feature* ___ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack *5th-level Myrmidon feature* ___ You can attack twice, instead of once, whenever you take the Attack action on your turn. ### Enhanced Attunement *7th-level Myrmidon feature* ___ Your affinity with the artifacts of previous myrmidons grows to new heights. When you complete a long rest, choose one of the relics that you have gained from the Engraved Relics feature. Until your next long rest, you can cast each spell for which you have myrmidon spell slots for once without expending a spell slot, so long as your personal relic is in your possession. Once you cast a spell in this way, you cannot do so again until you complete a long rest. ### Heirloom Assault *11th-level Myrmidon feature* ___ You have become adept at wielding relics and weapons in tandem. When you use your action to cast a spell or activate a relic while your personal relic is in your possession, you can make one weapon attack as a bonus action. \columnbreak ### Primeval Confluence *14th-level Myrmidon feature* ___ The power of your chosen Primeval Melody flows through you more freely. You gain one 5th-level spell slot, which you can use to cast your myrmidon spells. At higher levels, you gain additional spell slots: one 6th-level spell slot at 17th level, and one 7th-level spell slot at 20th level. You regain all expended spell slots when you finish a long rest. ### Engraved Soul *18th-level Myrmidon feature* ___ Your soul becomes inexorably bound to the relic that you have created. If a spell, such as *raise dead*, has the sole effect of restoring you to life, the caster can cast the spell on your personal relic as though it were your corpse. Additionally, the caster can choose to cast the spell using your personal relic in place of any material components required by the spell, destroying the relic in the process. When your personal relic is destroyed in this way, it can only be reconstructed using material components equal to the value of the spell that resurrected you. ### Sublime Legacy *20th-level Myrmidon feature* ___ Your personal relic is complete, allowing you to summon a near-perfect echo of your chosen Primeval Melody. While your personal relic is in your possession, you may use your action to expend a 7th-level spell slot to conjuring this echo, the effects of which are described at the end of your chosen subclass. \pagebreak
## Primeval Melodies The chosen Primeval Melody of a myrmidon is a defining feature in their identity. Three possible melodies are detailed below. ### Chorus of Flames The Chorus of Flames is the source that infuses the universe with heat and flame, its echoes heard in the defiant crackle of a hearth in the depths of winter and the sizzle of the desert sand under the midday sun. Myrmidons attuned to the Chorus rage on the battlefield, a conflagration of fervor and fury that scorches all that draw too near. #### Combustion *1st-level Chorus of Flames feature* ___ Heat flows from your fingers like flame to kindling. As an action, you can magically ignite a flammable object you touch with your hand—such as a torch, a piece of tinder, or the hem of drapes. Additionally, you learn the *control flames* cantrip. Charisma is your spellcasting ability for this cantrip. #### Heart of Embers *1st-level Chorus of Flames feature* ___ The power of the Chorus of Flames ebbs ands flows within you. You gain a d4 ember die. Your ember die can be used in the following ways. \columnbreak **Ignite.** Once per turn, when you hit with a weapon attack, you can deal additional fire damage equal to one roll of your ember die. **Intensify.** Once per turn when you roll fire damage, you can roll your ember die and replace one of the damage dice with the number rolled on your ember die. **Erupt.** When a creature within 5 feet of you hits you with an attack, you can use your reaction to force the attacking creature to make a Dexterity saving throw. On a failed save, the target takes fire damage equal to one roll of your ember die. Regardless of the outcome of the save, you can then move up to 10 feet without provoking opportunity attacks. **Enkindle.** If you dealt damage during your last turn, the die increases by one size (e.g. a d4 becomes a d6, a d6 becomes a d8, etc. maximum of a d12). If you end your turn without dealing damage, your ember die returns to its original size. At the start of each of your turns while your ember die is a d12, you take fire damage equal to half of your proficiency bonus (rounded down). #### Chorus of Flames Spells *2nd-level Chorus of Flames feature* ___ You gain the Primeval Melody spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *burning hands*, *eyes of immolation^K^* | | 5th | *boil blood^K^* , *scorching ray* | | 9th | *fireball*, *flamethrower^K^* | | 13th | *fire shield*, *wall of fire* | | 14th | *pyroclastic lance^K^*, *immolation* | | 17th | *melt^K^* | | 20th | *fire storm* | #### Pyrolysis *6th-level Chorus of Flames feature* ___ Flames you create blaze at higher temperatures, enough to burn through the resistances of your foes. Fire damage dealt by your myrmidon spells or class features ignore resistance to fire damage and treat immunity to fire damage as resistance to fire damage. #### Roaring Flames *10th-level Chorus of Flames feature* ___ Your heart of embers has infused your whole body, fortifying you and itself. When your ember die would be reduced its original size, it is instead only reduced by one size. You gain the following additional ways to use your ember die: **Heat Sink.** Once per turn, when you take fire damage from a hostile creature, you can increase the size of your ember die by one size (maximum of a d12). **Furnace.** When you take cold damage, you can use your reaction to reduce your ember die by two sizes and gain resistance to cold damage until the start of your next turn. \pagebreakNum #### Backdraft *15th-level Chorus of Flames feature* ___ The Chorus of Flames thrums within your being, waiting to be set free. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Creatures of your choice within 20 feet of you must make a Dexterity saving throw, taking 6d8 fire damage on a failed save or half as much on a successful one. If fire damage caused you to drop to 0 hit points, this feature instead deals 6d12 fire damage. Once you use this feature, you cannot do so again until you complete a long rest. #### Echo of Fire The following echo is available to myrmidons of the Chorus of Flames: **Conflagration.** Immense heat radiates from you in an aura with a 30-foot radius. Until the effect ends, the aura moves with you, centered on you. The aura has the following effects: - Exposed water, ice, and snow in its area evaporates instantly. Magical water and ice created by spells of 3rd level or lower is dispelled. - Creatures that start their turn within the aura must make a Constitution saving throw against your spell save DC, taking 3d6 fire damage on a failed save, or half as much on successful one. - Creatures without fire resistance or immunity that fail their save against fire damage dealt by the aura also gain a point of exhaustion, unless the creature already has 3 or more points of exhaustion. - At the end of each turn outside of the aura, creatures that gained exhaustion as a result of the aura can make a Constitution saving throw against your spell save DC, removing one point of exhaustion gained from the aura on a success. - Cold damage dealt within the aura is halved. - Your ember die becomes a d12 and it cannot be reduced in size by any means. - The Intensify and Ignite effects of your ember die are no longer limited to once per turn, and the Erupt and Furnace effects of your ember die no long require the use of your reaction. - As an action on your turn, which you can take as part of activating this effect, you can choose to actively control the aura, excluding a number of creatures in its area up to your Charisma modifier from its effects until the end of the effect or until you lose concentration, as if concentrating on a spell. This effect lasts for one minute or until you use your action on your turn to end it. When this effect ends, you lose the ability to use your ember die and you gain a point of exhaustion. This penalty remains until you complete a short or long rest. #### Relics of Fire The following relics are available to myrmidons of the Chorus of Flames. \columnbreak
##### Boots of the Smoldering March A set of charcoal-colored boots, worn from decades of endless marching. Ashes line the bottom of the soles, accumulated from the remains of forest fires. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *longstrider* | | 5th | *become fire^K^* | | 9th | *ashardalon's stride* | **Flickering Stride.** When you move on your turn while your ember die is a d6 or greater, you can draw energy from the marches of the past done in these boots. You may move more than your walking speed would normally allow, but for every 10 feet moved, you take fire damage equal to one roll of your ember die, and your ember die is reduced by one size. You cannot reduce this fire damage in any way. You can move up to 30 additional feet in this way, so long as the movement would reduce your ember die to a size no smaller than a d4. **Scorching Flight.** As a bonus action, you can expend a spell slot to remind the boots of the flames they once trudged through all in a single moment. You can fly up to a number of feet equal to 15 feet per level of expended spell slot. If you make an attack roll at any point in this flight or immediately after, that attack is made at advantage. \pagebreakNum
##### Bracers of Ashen Autumn A pair of gilded steel bracers depicting cyclical scenes of wildfire and regrowth, framed by vines wrought in silver. Each time a fire is created by a myrmidon wearing these bracers, the vines shift into new shapes. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *ensnaring strike* | | 5th | *aganazzar's scorcher* | | 9th | *plant growth* | **Ashen Vines.** When you deal fire damage on your turn while your ember die is a d6 or greater, you can bind your target with vines grown from ashes. You can reduce the size of your ember die by up to three sizes, to a minimum of a d4, reducing your target's movement speed by 10 feet for each reduction. **Kindle Growth.** As an action, you can expend a spell slot of 1st level or higher to conjure flames and vegetation at a point you can see within 60 feet. Each creature within 10 feet of that point must succeed on a Dexterity saving throw or take 1d6 fire damage plus 1d6 fire damage for each level of expended spell slot. Foliage grows in the area affected, making it difficult terrain for a number of rounds equal to the level of the expended spell slot. ##### Everflame Amulet A bronze amulet, warm to the touch, inscribed centuries ago with verses detailing the greatest battles of its first wielder. In combat, its warmth grows to an almost unbearable heat. \columnbreak **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *hellish rebuke* | | 5th | *heat metal* | | 9th | *whirling conflagration^K^* | **Steadfast Flame.** When your ember die would be reduced to its original size as a result of ending your turn without dealing damage, you can draw on the unrelenting heat of the Everflame Amulet to sustain the die, scorching yourself in the process. You take fire damage equal to one roll of your ember die, and the die maintains its current size. **Everflame Pyre.** As an action, you can expend a spell slot to temporarily release the undying flame contained within the Everflame Amulet, enveloping you in a raging inferno. Creatures other than you that start their turn within 5 feet of you take fire damage equal to one roll of your ember die. If the die is greater than a d8, you also take fire damage equal to half of the number rolled. Additionally, you can use the ignite effect of your Heart of Embers feature more than once per turn, but each time you use it beyond the first, you take fire damage equal to the fire damage dealt. Fire damage you take from this feature cannot be reduced in any way. This feature lasts for 1 minute or until you end it as a bonus action. When you expend a spell slot of 3rd or 4th level, the damage of this feature increases to two rolls of your ember die. When you expend a 5th or 6th level spell slot, the damage increases to three rolls of your ember die, and when you expend a spell slot of 7th level or higher, the damage increases to four rolls of your ember die. \pagebreak
##### Sunscorched Mirror A mirror blackened by the radiance of the sun in the earliest days of creation. A trained myrmidon can revert it to its original state, bringing with it the heat and comfort of first light. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *bless* | | 5th | *lesser restoration* | | 9th | *daylight* | **Shielding Dawn.** When a creature you can see attacks a target other than you within 15 feet of you while your ember die is a d6 or greater, you can use your reaction to release the light of first dawn to blind the attacker, imposing disadvantage on the attack roll. The scorching sun burns you as a result, and you take fire damage equal to one roll of your ember die. This damage cannot be reduced in any way, and your ember die is reduced by one size. **Revitalizing Light.** As an action, you can expend a spell slot to channel the light of the primordial sun to nurture your allies, just as the sun nurtures crops. You take 1d10 fire damage for each level of the expended spell slot, and a creature of your choice that you can touch regains a number of hit points equal to the fire damage you take and gains the same amount of temporary hit points. The fire damage you take from this feature cannot be reduced in any way. ##### Cloak of Raging Twilight *Prerequisite: 9th level* ___ An ornate cloak decorated with visions of a beautiful setting sun. Shadows flicker and dance across its colorful landscapes like open flames. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 9th | *animate shadow^K^, darkness, shadow bind^K^* | | 13th | *shadow of moil* | **Embers of Twilight.** When you deal fire damage using a myrmidon feature, you can choose to deal necrotic damage instead. Additionally, you can use the Intensify effect of your Heart of Embers feature on myrmidon spells and features that deal necrotic damage. **Furious Gloom.** As an action, you can expend a spell slot of 3rd level or higher to turn the shadows that dance across your cloak against your enemies. A torrent of gloom expands to fill a 30-foot cone in front of you. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 5d6 necrotic damage plus 1d6 for each level of the expended spell slot above 3rd and is blinded until the start of your next turn. On a successful save, the target takes half as much damage and is not blinded. \pagebreakNum
### Nocturne of Starlight The Nocturne of Starlight is the song that binds the stars, its verses rippling through the starlight that floods a clear night sky, forging the constellations and echoing through the great voids between. Myrmidons who take up the Nocturne float through battle, dancing among hazards and bringing the wrath of the stars upon their enemies. #### Celestial Control *1st-level Nocturne of Starlight feature* ___ You learn the *mage hand* and *dancing lights* cantrips. When you cast *mage hand*, you can choose to make the spectral hand invisible. Charisma is your spellcasting ability for these cantrips. \columnbreak #### Veil of Stars *1st-level Nocturne of Starlight feature* ___ The Nocturne of Starlight swirls around you, leading you through danger and guiding your strikes. When you cast the *dancing lights* spell, you can choose to have the orbs of light orbit you for the duration of the spell, remaining in your space. When you do, you gain the following benefits, instead of the effects normal for the spell: - The spell does not require concentration, though you cannot cast the *dancing lights* spell again while this feature is active. - You shed bright light for 10 feet, and dim light for an additional 10 feet. If you are in magical darkness, the orbs of light can be seen through the darkness, though the light they shed still does not escape the darkness. - You begin to hover a few inches above the ground, allowing you to ignore non-magical difficult terrain. - There are a number of lights equal to 2 + your proficiency bonus, instead of what is normal for the spell. - When you make an attack roll or saving throw, you can expend an orb to roll a d4 and add it to the total. You can use this feature after you roll, but before you know whether or not you succeed. You cannot benefit from this feature while benefiting from another effect that would otherwise add a bonus die to your roll, such as the *bless* spell. When you run out of orbs of light, the spell ends. You can cast *dancing lights* in this way twice, and you regain all expended uses when you complete a long rest. #### Nocturne of Starlight Spells *2nd-level Nocturne of Starlight feature* ___ You gain the Primeval Melody spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *feather fall*, *magnify gravity* | | 5th | *ethereal immolation^K^*, *star dust^K^* | | 9th | *aether lance^K^*, *fly* | | 13th | *dimension cutter^K^*, *gravity sinkhole* | | 14th | *field of stars^K^*, *aether storm^K^* | | 17th | *gravity fissure* | | 20th | *crown of stars* | #### Spacewalk *6th-level Nocturne of Starlight feature* ___ Your connection to the celestial begins to unbind you from the grasp of the terrestrial. You are always under the effects of the *feather fall* spell while you are conscious. Additionally, you cannot be knocked prone while you are under the effects of your Veil of Stars. \pagebreakNum #### Dance of Comets *10th-level Nocturne of Starlight feature* ___ The swirling starlight of your veil takes on greater potency and flexibility. You can use your Veil of Stars feature three times, regaining all expended uses when you complete a long rest. You also gain the following additional benefits when Veil of Stars is active: - When you expend an orb of light to add a d4 to an attack roll or saving throw, you can instead add a d6. - As a bonus action on your turn, you can expend an orb of light to send it streaking towards a hostile creature within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes radiant damage equal to 2d6 + your Charisma modifier. #### Starlight Steps *15th-level Nocturne of Starlight feature* ___ The Nocturne of Starlight echoes through your core, granting you the means to walk the cosmos. You gain a flying speed of 30 feet. Additionally, you no longer need to breathe, and you can move through liquids as if they are air, though liquids such as lava can still cause you harm. #### Echo of Starlight The following echo is available to myrmidons of the Nocturne of Starlight: **Sea of Stars.** A point within 120 feet of you is sequestered in a 30-foot radius dome of space and starlight. The dome has the following effects: - Light cannot pass through the bounds of the dome, though creatures and objects can move through it freely. The dome looks like the night sky from the outside. - Exposed flames in its area are extinguished. - The interior of the dome is brightly lit. - The space within the dome is stripped of its gravity. Creatures within the dome without the ability to hover (other than yourself) can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows them to move as if it were climbing. Objects not affixed to an unmoving surface begin to float. - While within the dome, your flying speed is doubled, and you are considered to be under the effects of your Veil of Stars feature. - There is no air within the dome. - Any creature or object entirely within the dome is immune to thunder damage, and creatures are deafened while entirely inside it. - Casting a spell that includes verbal components within the dome is impossible for creatures other than you. - Within the dome, the number of lights you may use as part of your Veil of Stars feature is no longer limited to 2 + your proficiency bonus, and you use a d10 in place of a d6 when you grant yourself a bonus to an attack roll or saving throw. This effect lasts for one minute, or until you lose concentra-tion, as if concentrating on a spell. \columnbreak
#### Relics of Starlight The following relics are available to myrmidons of the Nocturne of Starlight. ##### Lunar Pearl A large pearl, harvested during a total lunar eclipse and bathed in the light of a blue moon. Its color and glow always match that of the moon. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *sleep* | | 5th | *moonbeam* | | 9th | *major image* | **Orb of Moonlight.** When you use your Veil of Stars feature, you gain an additional orb of light. This orb is twice as large as normal, and matches the color of the Lunar Pearl. While it orbits you, the radius of bright and dim light that you shed both increase by 5 feet. This orb of light can be used as normal, or you can use a bonus action to expend it and grant lunar protection to an ally within 20 feet of you. The chosen creature gains temporary hit points equal to half of your myrmidon level plus your proficiency bonus. While the creature has these temporary hit points, they gain darkvision out to a range of 30 feet. Additionally, necrotic damage is subtracted from these temporary hit points as if the target were resistant to the damage. \pagebreakNum
\columnbreak **Lunar Shield.** As an action, you can expend a spell slot of 1st level or higher to create a shield of moonlight. The shield is a dome centered on you, has a 15-foot radius, and is filled with dim light. The shield has a number of hit points equal to 10 times the level of the expended spell slot. When a friendly creature within the shield takes damage, the damage is reduced by your proficiency bonus, and the shield takes that damage instead. The shield vanishes when it is reduced to zero hit points. ##### Meteorite Crown A crown made for the king of an empire that sprawled across the night sky. Rejected by its recipient, the crown and its creator were sent to float among the stars for millennia. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *unburden^K^* | | 5th | *levitate* | | 9th | *motivational speech* | **Ethereal Majesty.** While you are under the effects of your Veil of Stars feature, your weight is halved, your speed is increased by 10 feet, and your jump distance is tripled. **Impose Weightlessness.** As an action on your turn, you can expend a spell slot of 1st level or higher to attempt to strip a creature of gravity. Choose up to a number of creatures within 60 feet equal to the level of expended spell slot. Each creature must make a Constitution saving throw. On a failed save, the target's speed is reduced by 10 feet until the end of your next turn and the target deals only half damage with the first successful weapon attack it makes before the end of your next turn. ##### Starlight Lantern A silver lantern containing the captured light of the stars above. When the lantern is covered, the constellations that covered the sky at the time of its creation can be seen through the fabric. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *faerie fire* | | 5th | *darkvision* | | 9th | *hypnotic pattern* | **Starry Night.** The light you shed with your Veil of Stars feature now ignores magical darkness created by spells up to a level equal to 1 plus half of your proficiency bonus (rounded up). Additionally, the radius both the bright and dim light you that you shed increases by 10 feet. **Glimpse the Stars.** As an action, you can expend a spell slot of 1st level or higher to give those around you a glimpse of the stars up close. Choose up to a number of creatures within 30 feet equal to the level of the expended spell slot. Each target must succeed on a Dexterity saving throw or become blinded until the end of your next turn. \pagebreak
##### Starmetal Gauntlet The only remaining piece of a suit of armor forged from material harvested in the center of a dying star. Those around its wielder feel the constant, though weak, draw of what was once the gravitational pull of a star. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *fall^K^* | | 5th | *gravity surge^K^* | | 9th | *hungering void^K^* | **Forced Orbit.** While you are under the effects of your Veil of Stars feature, creatures that start their turn within 10 feet of you have their movement halved until the start of their next turn. **Singularity.** As an action, you can expend a spell slot of 1st level or higher to enhance the draw of the Starmetal Gauntlet. Choose up to a number of creatures within 30 feet equal to the level of the expended spell slot. Each creature must make a Constitution saving throw. On a failed save, the target takes 2d6 force damage and its speed is reduced to 0 until the start of your next turn. This effect's damage increases by 1d6 when you reach 9th level (3d6) and again when you reach 17th level (4d6). ##### Astrolabe Adrift *Prerequisite: 9th level* ___ An ornate astrolabe inscribed with stars and constellations that do not match the modern night sky. At times, the astrolabe seems to vanish from a myrmidon's pouch, though it always returns when needed, sometimes with new markings. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 9th | *augury, clairvoyance, gift of alacrity* | | 13th | *divination* | **Bestow Foresight.** When an allied creature within 30 feet of you makes an attack roll or saving throw, you can expend an orb of light to grant that creature limited foresight. The target can roll a d6 and add it to their roll. You can use this feature after the d20 is rolled but before the DM says whether the roll succeeds or fails. **Rearrange Fate.** As an action, you can expend a spell slot of 2nd level or higher to alter your fortune, rearranging it into something more advantageous. Roll a number of d20s equal to one plus the level of the expended spell slot and record the numbers rolled. Each time you roll an attack roll or saving throw until this effect ends, you must choose one of the recorded rolls instead of rolling. Each roll can only be used once. This effect ends when all of the recorded rolls have been expended, or when you complete a long rest. \pagebreakNum
### Strand's Requiem The Strand's Requiem can be heard amongst all things bound to the ocean, from the gentle lapping of waves against the hull of a quaint fishing vessel to the roar of monsoon rains across the deck of a great warship. Myrmidons of the Strand's Requiem and their tideborn clones dominate the battlefield like an ocean storm. #### Seafarer's Blessing *1st-level Strand's Requiem feature* ___ The Strand's Requiem guides you beneath the waves. You gain a swimming speed of 30 feet. If you already have a swimming speed, it is increased by 10 feet. Additionally, you learn the *shape water* cantrip. Charisma is your spellcasting ability for this cantrip. #### Tideborn Clone *1st-level Strand's Requiem feature* ___ You learn to bend the water into replicas of yourself. You can use a bonus action to create a clone of yourself in an unoccupied space you can see within 15 feet of you. The clone is a magical, translucent, and water-based construct that lasts 10 minutes, until it is destroyed, until you dismiss it as a bonus action, until you manifest another clone, or until you are incapacitated. \columnbreak Your clone has an AC equal to 13 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it makes a saving throw, it uses your bonus for the roll. Any effect that can harm a creature can also harm your clone. It is the same size as you and occupies its space. If your clone is ever more than 60 feet from you at the end of your turn, it is destroyed. On your turn, you can mentally command the clone to move up to your speed (no action required) and to take the Dash, Disengage, or Dodge action. When you take the Attack action, in place of making an attack, you can command the clone to make one attack using your attack options or take some other action. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest. #### Tideborn Deluge *1st-level Strand's Requiem feature* ___ Whenever you take the Attack action and make an attack with your tideborn clone, you can use your bonus action to make an additional attack using your tideborn clone. This attack uses your bonus to hit but it deals 1d8 + your proficiency bonus bludgeoning damage instead of the normal damage for that attack. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest. #### Strand's Requiem Spells *2nd-level Strand's Requiem feature* ___ You gain the Primeval Melody spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *crashing wave^K^*, *create or destroy water* | | 5th | *become water^K^*, *dancing wave^K^* | | 9th | *water breathing*, *waterspout^K^* | | 13th | *control water*, *watery sphere* | | 14th | *maelstrom*, *pressure cutter^K^* | | 17th | *form of water^K^* | | 20th | *plane shift* | #### Wave Rider *6th-level Strand's Requiem feature* ___ The Strand's Requiem speeds you away from danger. When you succeed on a Dexterity saving throw against an effect that targets an area, you can use your reaction to move up to half of your speed away from the center of the effect. If this movement would move you out of the effect, you take no damage from it. If your tideborn clone is also within the effect when you take this reaction and it succeeds on the saving throw, you can move it to the edge of the effect. The clone also takes no damage from the effect as a result. \pagebreakNum
#### Evaporate *10th-level Strand's Requiem feature* ___ You learn to escape devastating blows through the waves. When an attack hits you, you can use your reaction to swap places with your tideborn clone. When you do so, you take only half of the damage you would have normally taken, and the tideborn clone is destroyed. #### Ocean Incarnate *15th-level Strand's Requiem feature* ___ The Strand's Requiem binds to your soul, allowing you to coat your body in its power. You can cast *form of water* without expending a spell slot. When you do so, its duration becomes one minute, and you cannot lose concentration on this spell as a result of taking damage. Additionally, when you make an attack with your tideborn clone as part of the Attack action while under the effect of the spell, you can cause it to unleash a blast of water instead of making an attack. Once you use this feature, you cannot use it again until you complete a long rest. #### Echo of Rain The following echo is available to myrmidons of the Strand's Requiem: **Undertow.** The ground in a 30-foot radius around you becomes covered in a layer of crashing waves. The water has the following effects: - Exposed flames in its area are doused. Magical flames created by spells of 3rd level or lower are dispelled. - The area is difficult terrain for creatures of your choice that do not have a swimming speed. - When a creature of your choice that does not have a swimming speed enter the water's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your spell save DC. On a failed save, it falls prone. - If a creature of your choice that cannot breathe underwater starts its turn in the water's area and is concentrating on a spell, the creature must make a Constitution saving throw against your spell save DC or lose concentration. - You can expend half of your movement on your turn to teleport to any unoccupied space within its area. - You can attack and use features from any unoccupied space within its area, as if a Tideborn Clone were in that space. If you activate undertow underwater, it instead affects a 60-foot radius of the water around you, and creatures of your choice within its area are granted a swimming speed of 30 feet for its duration. This effect lasts for one minute, or until you lose concentra-tion, as if concentrating on a spell. #### Relics of Rain The following relics are available to myrmidons of the Strand's Requiem. \columnbreak ##### Blighted Scale The scale of a giant sea creature, felled by a powerful black dragon that once ravaged the ocean. In battle, acid begins to pool again under its surface, sizzling in anticipation. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *tasha's caustic brew* | | 5th | *melf's acid arrow* | | 9th | *acidic pit^K^* | **Corrosive Clone.** When you use your bonus action to create a tideborn clone, you can choose to infuse it with the essence of the blighted scale. When you do, attacks made by your clone deal acid damage instead of the normal damage type for the attack. When your clone hits with the attack granted by Tideborn Deluge, it deals 2d4 + your proficiency bonus acid damage, instead of the normal damage, and the target takes an additional 1d4 acid damage at the end of its next turn. Additionally, when the tideborn clone is destroyed, it erupts in a spray of acid. Each creature within 5 feet of the clone must succeed on a Dexterity saving throw or take 2d4 acid damage. This damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). \pagebreakNum
**Caustic Rebuke.** As a reaction when you take piercing or slashing damage, you can expend a spell slot of 1st level or higher to release some of the acid contained under the surface of the blighted scale. Each creature within 5 feet must make a Dexterity saving throw. On a failed save, a creature takes 2d4 acid damage for each level of the expended spell slot, and another 1d4 acid damage per level of expended spell slot at the end of its next turn. On a successful save, a creature takes half of the initial damage and no damage at the end of its turn. ##### Mirage Tablet A tablet made of stone harvested from a mirage made real. Though tangible, its surface seems almost translucent at times, especially when held by a myrmidon. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *blade mirage^K^* | | 5th | *blur* | | 9th | *major image* | **Bend Light.** When you use your bonus action to create a tideborn clone, both you and the tideborn clone gain an illusory duplicate, as if you had cast the *mirror image* spell. **Fata Morgana.** As a bonus action on your turn, or as part of the bonus action you use to create a tideborn clone, you can expend a spell slot of 1st level or higher to mask your allies in illusions. Choose a number of allied creatures equal to the level of the expended spell slot. These creatures must be the same size as you. For the next 10 minutes, or until the creature takes damage, the creature's appearance is indistinguishable from one of your tideborn clones. Additionally, creatures steeped in this illusion count as tideborn clones when making attacks using your tideborn clones, but your attacks originating from these creatures deal psychic damage, instead of what is normal for the attack. ##### Shattered Harpoon The remains of a harpoon that once shattered against the indomitable hide of a great sea beast. When brought to the ocean, the pieces are drawn towards each other, as if preparing for one last try. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *heroism* | | 5th | *locate animals or plants* | | 9th | *conjure barrage* | **Angler's Spirit.** When you use your bonus action to create a tideborn clone, you can bind it to hunt a creature of your choice within 60 feet. The clone can move two feet for every foot of movement expended when moving towards its quarry. If the clone's quarry has a swimming speed, attacks made by the tideborn clone against its quarry deal an additional 1d6 piercing damage. \columnbreak **Revenant Spear.** As an action on your turn, you can expend a spell slot of 1st level or higher to reconstruct the shattered harpoon and heave it at a creature of your choice within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d8 magical piercing damage per level of the expended spell slot, and the harpoon pins the target to the ground, reducing their movement speed to 0 until the end of your next turn. A creature within 5 feet of the affected creature can use their action to attempt to remove the harpoon, making a Strength (Athletics) check against your spell save DC. On a success, the harpoon vanishes and the target's movement speed returns to normal. \pagebreakNum
##### Waterlogged Compass The compass of a masterful explorer who never returned home. Though the compass points in wild directions, it is said that there are secrets to be discovered by following its guidance. **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 2nd | *detect magic* | | 5th | *see invisibility* | | 9th | *water walk* | **Captain's Spirit.** When you use your bonus action to create a tideborn clone, you can choose to provide it with a longer lasting form. When you do, the tideborn clone cannot attack and instead lasts a number of hours equal to your proficiency bonus. This form allows it to perform simple tasks a human servant can do, though it is also capable of manning a small ship or assisting with a larger ship as if it were a crew of five. **Sodden Scout.** As an action on your turn, you can expend a spell slot of 1st level or higher to create a tideborn clone and peer through its eyes as if you were in its space for the duration of the clone's existence. This clone has the statistics of the clone created by the Tideborn Clone feature, though it cannot make attacks. You must concentrate on this effect as if it were a spell. You can end this effect at any time (no action required), at which point the clone dissipates. The clone can remain in existence for a number of hours equal to twice the level of the expended spell slot. ##### Shark Tooth Band *Prerequisite: 9th level* ___ A band adorned with the blood-stained teeth of a shark whose hunger could never be satiated. When wet, the blood that coats the teeth glistens as if freshly spilled. \columnbreak **Relic Spells.** You gain the relic spells in the table below at the myrmidon levels listed. | Myrmidon Level | Spells | |:---:|:-----------:| | 9th | *blood divination^K^, crimson tide^K^, sense blood^K^* | | 13th | *blood frenzy^K^* | **Crimson Clone.** When you use your bonus action to create a tideborn clone, you can reduce your current hitpoints by an amount equal to your proficiency bonus to infuse it with your blood. For the duration of the clone, the first attack it makes on its turn against a creature that doesn't have all of its hit points is made with advantage. **Bloodborn Puppet.** When you hit a creature with an attack using a crimson clone, you can spend a spell slot of 2nd level or higher to attempt to take control of the target's bloodstream. The target must make a Constitution saving throw. On a failed save, the clone envelopes the target and takes control. For the next minute, the target functions as your tideborn clone would. It can take any actions that your tideborn clone can, though it uses the target's attack options, rather than your own. The creature can move and take actions as normal. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
## Credits ##### Art: - [Full Page Watercolor Stains](https://www.gmbinder.com/share/-L4Yt8ZSxmhwqt--yNRT) by /u/flamableconcrete - Pyre-Sledge Arsonist MTG Art by Kekai Kotaki - Riveteers Charm MTG Art by Steve Argyle - Cosmic Epiphany MTG Art by Eli Minaya - Unleash the Inferno (Variant) MTG Art by Justin & Alexis Hernandez - Jaya's Immolating Inferno MTG Art by Noah Bradley - Firemantle Mage MTG Art by Chris Rahn - Dawn MTG Art by Noah Bradley - Fact or Fiction MTG Art by Matt Cavotta - Rona's Vortex MTG Art by Dominik Mayer - Plains MTG Art by Adam Paquette - Pondering Mage MTG Art by Tommy Arnold - Council of Echoes MTG Art by Fariba Khamseh - Tidal Wave MTG Art by Brian Shoddy - Island (Variant) MTG Art by Magali Villeneuve - Voracious Greatshark MTG Art by Mathias Kollros ##### Design - Created by /u/Oranje_Guise. You can find more of my work [here](https://drive.google.com/drive/folders/1YaAkD-6s-tPv7zox8cQXagkSSY1AnUw9?usp=drive_link) ##### Spells - Spells marked with ^K^ are by /u/KibblesTasty from [Kibbles' Casting Compendium](https://www.kthomebrew.com/krd) #### Fan Content Policy This work is unofficial Fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used ar property of Wizards of the Coast. ©Wizards of the Coast LLC.