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FFXIV Player Compendium

A love letter to D&D and Final Fantasy XIV, please enjoy, its been quite a journey putting
this together. -Soren

Note: These classes have been balanced for and are intended for use with the 5th Edition
of Dungeons and Dragons.

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Contents
Preface ...................................... 4
Chapter 1: Races
Au Ra ..................................................................................................5
Elezen .................................................................................................7
Hyur ....................................................................................................9
Lalafell .............................................................................................11
Miqo'te .............................................................................................13
Roegadyn .........................................................................................15
Chapter 2: Classes
Arcanist ............................................................................................17
Astrologian ......................................................................................23
Bard (Archetype) ............................................................................28
Black Mage ......................................................................................29
Dark Knight ....................................................................................33
Dragoon ...........................................................................................39
Machinist .........................................................................................44
Monk (Archetype) ..........................................................................48
Ninja (Archetype) ...........................................................................49
Paladin (Archetype) .......................................................................51
Warrior .............................................................................................52
White Mage .....................................................................................57
Chapter 3: Spells
Spell Lists ........................................................................................62
Created Spells ................................................................................66
Appendix A: Carbuncles ........... .. 69
Appendix B: Egis ............... . ....... 70
Appendix C: Nymian Fey .............. 72
Appendix D: Machinist Info ........ 73
Appendix E: Naming Info .. ....... .. 74

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Preface Utility Links
Starting with aknowledgements! Special Thanks to PDF download of entire document:
/u/JamesMusicus for his class and race creation templates http://homebrewery.naturalcrit.com/print/B1HBWX5j?
and /u/Stolksdorf for their homebrewing tool at dialog=true
naturalcrit.com/homebrew. Thank you to Square Enix for Arcanist naturalcrit site:
producing Final Fantasy XIV. Specifically Akihiko Yoshida for http://homebrewery.naturalcrit.com/share/V1_ZdkY5x
the work he's done to create the art I am using. I have spent Astrologian naturalcrit site:
over two years enjoying the world you all have created and http://homebrewery.naturalcrit.com/share/4kceD2wKx
have enjoyed it immensely! Bard naturalcrit site:
A huge thank you to r/UnearthedArcana and r/ffxiv for their http://homebrewery.naturalcrit.com/share/VydJ1XeCl
warm reception and feedback. Especially: /u/Leuku, Black Mage naturalcrit site:
/u/DarcHellsong, /u/megasico, /u/guiltypleasures, http://homebrewery.naturalcrit.com/share/HyCVU_Af
/u/Krispykremeguy, /u/cyanCrusader, /u/Tigercule, Dark Knight naturalcrit site:
/u/CypherWulf, /u/Brimcon, /u/StaticX27, /u/Zenithfury, http://homebrewery.naturalcrit.com/share/N1YOCXYKg
/u/TotesNACL, /u/PurelyApplied, /u/DaveSW777, Dragoon naturalcrit site:
/u/albireookami, /u/sarria22, /u/TheBIackRose, http://homebrewery.naturalcrit.com/share/VJDojwf5x
/u/JustSomeCrusader, /u/Shiloser, /u/Sidneymcdanger, Machinist naturalcrit site:
/u/SkeletonJester,/u/GundamBear, /u/aik3n, /u/Xante81, http://homebrewery.naturalcrit.com/share/NysKkDL5e
/u/KyleKaiLerroc, /u/Voltaire87, /u/Proxxy55, Monk naturalcrit site:
/u/ChaoticUnreal, /u/Goreness, /u/eyrieking162,/u/ManToots, http://homebrewery.naturalcrit.com/share/4yzkCDMqg
/u/ShadowedIce, /u/timeboundary, /u/resslerd, /u/deahfel, Ninja naturalcrit site:
/u/Genericname01, /u/Brimcon, /u/Eaeelil, /u/attaxer, http://homebrewery.naturalcrit.com/share/4yZWfxgRl
/u/Ignorus, /u/Nightshayne, /u/Strill, /u/Rearranger, /u/Cerxi, Paladin naturalcrit site:
/u/Saint_Justice, /u/Aka_Arashi, and /u/Briye http://homebrewery.naturalcrit.com/share/4yLb9LV0l
Though these names are just appearing on a list at the Warrior naturalcrit site:
preface, I can not highlight enough how important their http://homebrewery.naturalcrit.com/share/4JG3DYeTg
suggestions and feedback was to the polishing of my work. White Mage naturalcrit site:
Thank you so much all of you, I wouldn't have gotten this http://homebrewery.naturalcrit.com/share/VJql-vc9l
done without you. Notes
Looking back on this project I started out on nearly a year
ago, I feel like I've come a long way in this skill and hope to I'm aware that the class tables have a glitch where the
continue doing these, preferably without the hiatuses due to headings appear twice along the border. That's from
real life interruptions. I can't help but smile seeing this naturalcrit's conversion to PDF. I'll republish eventually!
finished, but at the same time I'm nervous releasing it to the Also the Astrologian's Draw effects table was glitching out
public. I know some of you have been keeping this in the back when converted to PDF, so it is palced in a bad spot right
of your mind, while others may have forgotten all together. now.
Thanks for taking the time out of your day to check out my September 24th: Machinist has recieved a rework and
work and I sincerely hope you enjoy it. Races were added to the compendium too.
Also if you are wondering if I will patch my work as Square
Enix releases new classes and races, the answer is yes I plan Legal Disclaimer
to! I do not own the rights or permissions to neither the
So in the words of Yoshi-P, please look forward to it. Dungeons & Dragons franchise nor the Final Fantasy
franchise. This is simply intended as a fan project to bring
both of these loved properties together.
Current Projects
Review and minor tweaks to the Dragoon and Dark
Knight classes.
Beast Races from FFXIV made playable alongside
enemies for each beast race.
FFXIV Primals

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Au ra Divided By Blood
We Xaela are nomads who roam and live off the land. My The Auri creation myth tells the tale of two beings, the dawn
tribe was no different. Yet though we did no harm to those father and the dusk mother. The two kinds of Au Ra have
whose lands we traversed, they treated us as vermin. in their beliefs about their connection to these beings. The dark
ignorance, they feared us, and that fear manifested as spite scaled Xaela are a nomadic people who believe that the blood
and violence. of the dusk mother coarses through their veins. The Xaela
My loved ones and I were cursed at, spat upon, beaten, and view themselves as free spirit folk, who roam the lands
worse. It was out of the desire to protect them that I began hunting, gathering, and battling against other roaming tribes,
my research. in honour of their ancestors of the past. The light scaled Raen
-Alaqa the Witch on the otherhand has moved on from the nomadic lifestyle,
The Au Ra are a misunderstood people due to their physical building a great capital city in the valley mists of their
appearance. Their scaled bodies and horns led many to fear homeland to make their home. Here the Raen live a life of
them, believing them to be descendants of dragons or tranquility and solitude from the rest of the world.
demons. This fear led to hate, which gave way to violence,
leaving these proud people few in number across the world. Peaks, Valleys and Plains
These conditions have led the Au Ra to value their families The Au Ra's homeland is known as Othard, a region to the far
beyond all else. east. A majority of their homeland is covered by sprawling
plains known as the Azim Steppe which dominates their
Variable Size country. The Xaela clans travel across this sea of land in close
Au Ra are characterized by their curved horns and intricate knight tribes. The northern and eastern reaches of Othard
patterning of scales across their bodies. Sleek and powerful are shieled with high mountain peaks and deep valleys
tails extend out from behind the Au ra. There is a striking shrouded in mist. It is in these mountain ranges that the
difference in height between the males and females of the Raen have made their home, one such clan being the Au Ra
race, the men ranging from just over 6 feet tall to 7 and a half of Doma.
feet tall, while the women are dwarfed, rarely coming close to
6 feet tall. Their faces contain sharp features and piercing For my family
eyes, alluding to their normally serious and sullen demeanor. An Au Ra may set off on an adventure for any number of
Au Ra tend to dress very modestly, wearing simple robes reasons. A thirst for adventure may awaken in them and draw
and lengths of cloth drapped over their bodies as cloaks, them from their isolated clan lives, or an act agaisnt their clan
especially amongst the nomadic Xaela tribe. or tribe has forced them to action.

5
This could go as far as searching for lost family members, or Subrace. The Au Ra's bloodline has split into two distinct
seeking revenge for a slight against their family. For the Au groups, the nomadic Xaela and the solitary Raen, divided by
RA, family is extremely important to them, and may serve a the divine blood of their creators the Dusk Mother and Dawn
central purpose to drive them to explore the world. Father. Select one of the two subraces of Au Ra.
Au Ra Names A Valuable Ally
The Au Ra approach names in two starkly different ways. The The Au Ra are steadfast allies once they are befriended. Once
Xaela see many names shared across tribes, but there are as an Au Ra calls you their friend, you are considered family to
many spellings for the same name as there are tribes. Xaela them. Their experiences with other races are fewer in number
take the name of their tribe as their surname. The Raen than most, but can appreciate the culture of the new lands.
name themselves in their tongue in a way that their name Hyur. "Every Hyur is different in their own way. They're an
carries meaning. Only those belonging to the ruling and
warrior class of society legally have surnames, while ambitious people who work hard for their future. We can live
commoners may take a surname, it is not legally recognized. alongside them easily."
Raen who are in power often take surnames related to their Elezen. "They turned us from their gates, and slaughtered us
feats in battle, while commoners take names related to their out of fear. We do not trust the Elezen as a whole, though
profession. perhaps there may be one redeemable one among them."
Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Miqo'te. "Miqo'te don't differ much from us. We both have
Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku. an appreciation for what the natural world can provide us with.
Chikamasa Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig. I'm sure our tribes would clash if they crossed paths in Othard
Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi,
Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki. though."
Male Xaela Names. Arslang, Agasiletai, Chaghagan,
Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Xaela
Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan As a Xaela, you've been hardened by your life on the road as a
Female Xaela Names. Boragchin, Narengawa, Chotan, part of a nomadic tribe. A life of hunting and warring has led
Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, you to martial prowess and improved strength. You are more
Odchigin, Khorghosun, Yesun, Ariunbold, Bayar. outgoing than your Raen counterparts and are much more
Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, willing to engage in battle to resolve a conflict. Xaela tribes
Oronir.Malqir, Khatayin, Ura, Goro, Oroq are small but numerous, battling for territory against one
Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, another on the Azim Steppe. Despite a willingness to fight,
Rokuyari, Godo, Tabito, Yumishi, Musa Xaela do not seek war, it is merely a tool to settle differences.
Ability Score Increase. Your Strength score increases by
Au Ra Traits 1.
Your Au Ra character has a variety of natural abilities. Xaela weapon training. You gain proficiency with the
Ability Score Increase. Your Dexterity score increases by shortbow and spear.
2. Nomadic lifestyle. Due to your tribal ancestory you gain
Age. Despite their extraordinary phyiscal features, the Au proficiency in the survival skill.
Ra live about as long as any of the other races of Eorzea, Raen
reaching physical maturity around the age of 16, and living to The Raen live in the misty mountains of Othard, an eastern
be around 80 years old. region framed by mountains. They prefer the pen to the
Alignment. The Au Ra as a whole do not tend to neither sword and would rather solve a problem with diplomacy
good nor evil, or towards law or chaos. The Xaela tend rather than resort to violence. They are a reserved people,
strongly towards the chaotic lives of nomads outside of the living in isolation from the world, but have no animosity
laws of civilized city-states, while the Raen enjoy the order towards other city states. There is simply no reason for them
provided by the law. Often times an Au Ra finds themself to to become involved with others outside of trade.
be the product of their upbringing. Ability Score Increase. Your Wisdom score increases by
Size. There is a large size disparity between men and 1.
women of the Au Ra. Males range anywhere from 6 and a half Naturally Insightful. Due to life in a tranquil, respectful
to 7 feet tall with a lean build dwarfing the females who society, you have honed your ability to read people, giving you
rarely grow taller than 5 feet. Your size is medium. proficiency in the insight skill.
Speed. Your base walking speed is 30ft. From the Mists. You do no incur penalties when your
Cranial Horns. Your horns act as your means of perceiving vision is lightly obscured by fog or mist.
sound. You have improved hearing and spatial awareness
compared to other races because of this. You gain proficiency
in the perception skill.
Languages. You can speak, read and write Common and
Auri. The Auri language does not include gender or
numbered nouns or verbs, causing an Au Ra to mislabel
things sometimes when speaking another language.

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Difference of Opinion
The Elezen race is divided due to their pride. The Wildwood
and Duskwights found they could not coexist and distanced
themselves from one another. The Wildwood believing they
are the true rulers of the forests in which they live and hold
dominion. The largest population of Wildwood Elezen live in
Ishgard, a massive religious city embroiled in a war against
dragonkind, closed off from much of the world. The
Duskwights, who made their homes in the cavern systems of
the forests have since been driven to crime to survive due to
the Wildwood's clutch on the boundaries of the forest.
The Woods and the North
The forest which the Elezen live is the Black Shroud, a
massive forest brought to order by the Wildwood, who protect
the forest from poachers and other threats which would
encroach on it. Duskwights, who disregard the need to
protect the forest and hunt to their content. Looking to the
Elezen Northern city of Ishgard, towering spires, homes and a grand
For centuries, our nation has been punished for the sins of cathedral hide behind their giant gates. Living conditions in
our forefathers. If our punishment is to end, I believe we must Ishgard are rough, as the poor go hungry in the lower levels
right the wrongs of antiquity and move forward as a nation of the city, while the wealth live in exuberance, looking down
united. Needless to say, my father did not share this opinion. on the less fortunate citizens, ruled by the religious teachings
-Ser Aymeric de Borel, Lord Commander of the Holy See of the Holy See.
The Elezen are a race divided within themselves, and their Honour and Vengeance
often arrogant attitudes keep the other races at an arms
reach. The Wildwood live off the lush forests, using their An Elezen may set out on an adventure for many different
keen eyes to hunt and gather in the dense forests or live in reasons. An Ishgardian Wildwood hungry for revenge against
the religious oligarchy of Ishgard, cut off from rest of the the dragons may set out to seek greater strength, while
world. The Duskwights in contrast are notorious for thievery another may take up arms to defend their forest home from
and pillaging. Spending much of their live in caves and an encroaching threat against the Black Shroud. Duskwights
caverns hidden in the forest. may set out to gain honour and riches to support their family
or to prove to the world they are more than just a thief.
Elegance and Pride Perhaps you seek glory in battle, and head out to find this
fame.
Long legs, slender bodies, pointed ears and sharp features
are all marks of an elezen. Only rivaling their otherworld Elezen Names
appearance is the poise with which they carry themselves.
Their tall, thin frames only differ within the race by the colour Both the Wildwood and Duskwight clans of Elezen spell their
of their skin. All Elezen try to cloth themselves whenever it is names very similarly. Men's names are longer and always in -
appropriate, valuing their appearance. loix, -aux, -mont, or -geant. A female's name will always end in
-ne, -ette, -elle, or -ie.

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Despite the similarity in their first names, the Elezen tribes Wildwood
over time claimed sur names for either side. These surnames The Wildwood Elezen have become the protectors of the
will never cross clans, but only those who live within the race forest and mortal enemies of dragonkind depending on
will know the difference. where they are living. Despite this, the Wildwood keep a tight
Male Elezen Names. Adeux, Beichault, Dreauchant, hold on their homes, defending them aggressively. They have
Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex, learned to live off land whever they find themselves. Years of
Female Elezen Names. Adreanne, Iflione, Eaupline, life in the forests of the Black Shroud has imbued them with
Eranne, Etrene, Moriene, Peronne, Cummone ,Phivonne various abilities.
,Paxeonne Ability Score Increase. Your Dexterity score increases by
Eleen Surnames. Breaunojuste, Douvionne, Feajorins, 1.
Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Wildwood weapon training. You gain proficiency with
Zuhepane shortbows, and daggers.
Hawk Sight. You do no experience disadvantage when
Elezen Traits using a ranged weapon beyond its normal range.
Your Elezen character has a variety of natural abilities. Prying Eye. You gain advantage when making a perception
Ability Score Increase. Your Intelligence score increases check which involves sight.
by 2.
Age. Though Elezen are one of the longest standing races, Duskwight
they do not live much longer than anyone else. They reach Duskwights are Elezen who made their home in the
physical maturity around age 18 and live into their nineties. cavernous systems of the Black Shroud. Their light hair and
Alignment. Wildwood Elezen lean towards lawful dark skin sets them apart from their surface dwelling
alignments, be it their upbringing to protect the forest or life counterparts. Duskwights are expert cave explorers after
within the religious walls of Ishgard. Duskwight's have growing up in such systems. Though the caves could not
embraced the wild way of living, leaning towards chaotic satisfy all of their needs, leading the Duskwights to build a
alignments, viewing laws as arbitrary things. reputation of banditry for themselves.
Size. Elezen are known for their tall slender bodies. Men Ability Score Increase. Your Strength score increases by
can reach a maximum 6 feet 8 inches and rarely are shorter 1.
than 6 foot 3 inches. Women reach a maximum of 6 and a Duskwight Weapon Training. You gain proficiency with
half feet and rarely shorter than 6 feet tall. Your size is the shortbows, longbows, shortswords, spears, and javelins.
medium. Darkvision.Due to life in the caverns your eyes have
Speed. Your base walking speed is 30ft. adapted to help you see in the dark. You can see in dim light
Languages. You can speak, read and write Common and within 60 feet of you as if it were bright light, and in darkness
one extra language of your choice. as if it were dim light. You can't discern colour in darkness,
Subrace. The Elezen come from two different clans. Select only shades of grey.
one of the two subraces of Elezen. Superb Hearing. You gain advantage when making a
perception check which involves hearing.

Arrogance or Confidence?
The Elezen strongly believe in their abilities and their
birthrights. Many races may see this as arrogance, but if you
are able to see past their haughty attitudes, you will find a
steadfast and reliable ally.
Au Ra. We Ishgardians have made a grave mistake. Despite
their heretical appearance, we should not have let fear guide
out hands. I hope we can make amends one day.
Hyur. "We were the first people of the woods, regardless of
what they believe. Why the forest sends their chosen through
the Hyur is beyond me, but I suppose we can be friends."
Miqo'te. "They are skilled hunters, perhaps too skilled. We
share the woods with these people in service to the forest. But
the Keepers who break off from the clans and become
poachers are as deadly as they come."

8
Hyur
Thal's Balls...I'd forgotten what it was like to feel so alive! Not
since leaving the bloodsands have I had the privilege. Not
since the Bull of Ala Mhigo hung up his swords. Back then,
the outcome might have been different. But I do not begrudge
you your victory. I know how far you have come, how much
you have endured. Our fight only confirmed it. We shall have
to do this again one day, when time allows.
-Raubahn Aldynn, The Bull of Ala Mhigo
Around 1000 years ago, the Hyur spread across the land in a
great migration from the north. They made their homes
wherever they could set their footing. Some took to the
mountains, while others found a foot hold in any city which
would accept them. Today the Hyur are one of the most
populous races in the world.
These tough living conditions lead to a heartier, more
Of Average Build physically powerful people. The Midlanders lived at sea level
The Hyur are a race of average sized humanoids whom one and across the world, which minimized changes due to life in
may view as an average group of people, lacking extreme conditions.
distinguishing features such as pointed ears, immense size or People of the World
horns. Over time Hyur have diverged into two distinct groups,
the Midlanders and Highlanders. Midlanders are widespread Hyur as a whole make up a large percentage of the
across the land and come in all shapes and colours, population in the world. Over a thousand years ago the Hyur
becoming prevelant in all cities. Highlanders in comparison immigrated in massive waves from their homelands and
are taller than their Midlander counterparts, boasting a more made their homes wherever their feet hit the ground.
powerful, muscular build. Highlanders are a special case within the Hyur, famed for
their mountainous city of Ala Mhigo. In recent years, the Ala
A Matter of Location Mighans were forced from their homes to immigrate across
The differences between the Midlanders and Highlanders the world, mixing into the cities across the world themselves.
was born from their homes long ago. The Highlanders are
named for living at a high elevation, mountains in particular.

9
Glory and Prosperity Hyur Traits
The Hyur are a hardworking and ambitious people, no matter Your Hyur character has a variety of natural abilities tied to
what walk of life they come from. It is for this reason that for their heritage of being a diverse peoples.
every Hyur in the world, there could be a different reason to Ability Score Increase. Your Strength score increases by
seek adventure. Some may head out on the road for the value 2.
of the journey itself, while others may do so in search of Age. Hyur tend to live for approximately 75 years, reaching
riches. Some Hyur may be adventuring on another's behalf, sexual maturity around age 16 and full maturity around 20
perhaps their family sitting at home, or to defend their people years old.
from an imminent threat. In a world with so many Alignment. Overall the Hyur are a highly variable race, so
possibilities, it does not take much convincing to bring a Hyur it stands to reason that the Hyur tend to not lean towards
to action. neither good nor evil. The same could be stated about their
impressions of law and chaos. They comfortably fall in line
with the culture in which they are raised, but are generally
Hyur Names good-hearted.
The names of the Hyur are in the common tongue of the land. Size. Hyur tend to range in height from 5 feet to 6 and a
Midlander may take names which are appropriate for the half feet tall depending on their heritage. Midlanders struggle
culture in which they live while Highlanders take names to pass 6 feet while highlanders easily pass it. Your size is
which have a harshness in their pronunciation. As a surname, medium.
Midlanders will often take a descriptive name for their Speed. Your base walking speed is 30ft.
physical traits or profession. Highlanders prefer to earn their Worldly Skill. You gain proficiency with a set of artisan's
surnames in battle, using feats of martial prowess or names tools of your choice.
with violent imagery. Languages. You can speak, read and write Common and
Male Midlander Names. Odard, Redwald, Kenward, two other languages of your choice.
Herebert, Acwuld, Edward, Roderic, Eadwine Subrace. The Hyur have changed over time based on
Female Midlander Names. Rowena, Hilda, Agatha, where they lived over the past millenium. Select one of the
Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, two subraces of Hyur.
Somerhild, Rimilde
Male Highlander Names. Sigmundr, Arnar, Armond, Midlander
Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn As a Midlander, you are a child of possibility. The midlanders
Female Highlander Names. Marte, Cathrine, Yngvildr, can live pretty well anywhere in the world and not seem out
Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla of place. Due to their ability to find comfortable lives
Midlander Surnames. Taylor, Faulkner, Browne, Parker, anywhere, they have becoming highly adaptable and well
Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher educated.
Highlander surnames. Fury, Burne, Savage, Stronge. Ability Score Increase. Your Intelligence score increases
Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill by 1.
Skill Versatility. You gain proficiency in two skills of your
Breadth of Bonds choice.
Hyur are prevelant throughout the world, and because of this
Highlander
most will welcome a Hyur into their lives without prejudice. The warlike Highlanders see battle as the reason for life.
Overall the Hyur are met with courtesy wherever they wander. They are no strangers to violence living in the mountains,
Elezen. "For a long time we didn't see eye to eye, but for the over time making great conquests against various groups of
time being we are friends." people. Life in these tough conditions has hardened the
Lalafell. "The Planesfolk are a wonderful people, so earnest in Highlanders as a people, leading to naturally powerful builds.
their lives. The Dunesfolk, will rob you blind with your thanks." Ability Score Increase. Your Constitution score increases
Miqo'te. "They're a quiet folk who keep to themselves, but I
by 1.
Naturally Honed Body. You gain proficiency in the
can respect their skill. I have no qualms with them." athletics skill.
Menacing. You gain proficiency in the intimidate skill.

10
Lalafell Products of the Land
But I will see them suffer no longer. The victory feast shall The Lalafellin homelands produced two types of people, from
provide the stage on which I declare the dissoultion of the which they take their names. The Planesfolk started off as
sultanate. 'Tis mine intent that the ruling class of our golden agriculturalists living their lives on their farms, eventually
city should take its place beside the common man in a fair trading their goods across the land, leading for lalafells to
and equitable republic. No more shall this nation bow to the spread across the world. The Dunesfolk began and remain as
whims of a privileged few. desert dwelling folk, their bodies adpating to the harsh
-Nanamo Ul Namo, Sultana of Ul'Dah conditions.
The Lalafell are generally a cheery race of people. Long ago
the Lalafells lived as masters of agriculture and spread Rolling Planes and Towering Dunes
across the land along trade routes, selling their produce The Lalafell can trace their ancestery back to two key area.
becoming one of the most widespread races there is. In time The Plainsfolk began as farmers on fertile islands in the
the Dunesfolk went as far as establishing their own desert south, farming the fertile lands of their namesake. The
city-state known as Ul'Dah. These tiny folk are highly Dunesfolk were not so luck to have farmable land and instead
ambitious and are not afraid to take hold of opportunity when turned to animal husbandry. Traditionally Dunesfolk built
it appears before them. their homes on the backs of beasts of burden, travelling with
their herds. Eventually the Dunesfolk founded a great city of
Tiny Yet Mighty wealth, where nearly all Dunesfolk live today.
Lalafell anotomy sees these kindly people rarely growing to
be 3 feet tall. Their short bodies are rotund, with short feeble Family and Fortune
looking legs. But appearances can be deceiving as Lalafells Lalafells care deeply for their small families and would do
bodies are highly efficient, allowing them to travel long anything for them. They may set out on an adventure to
distances on their short legs. The Planesfolk have larger, support their families or in their defense. Not all Lalafells
pointed ears which greatly improved their hearing, while the have such pure goals though as many contain a great deal of
Dunesfolk developed a film which covers their eyes, ambition in their tiny bodies. Merchants travel all over the
protecting them from the sun and sand of the desert. land, researchers seeking knowledge in secret places,
Additionally out of tradition, Dunesfolk will place gemstones sellswords bravely take on jobs to prove themselves. Lalafells
associated with their zodiacal sign on their foreheads. may be small, but they take on the world in a big way.

11
Lalafell Names Good Relations All Around
Both the Plainsfolk and the Dunesfolk name themselves Thanks to their charming demeanors and financial ties across
using set rhyming schemes, ruled by rhythm and repetition. the world, Lalafells are one of the few races who can say it is
Syllables are combining in various combinations to form
playful sounding names. This means that Lalafells generally on good terms with nearly everyone. Most Lalafells are kindly
do not have surnames unless they come from royalty, which and outgoing, allowing them to seem like the younger sibling
adds their family name in the middle. Each gender and of all the races.
subrace of Lalafell have their own ruleset detailed below.
Each letter indicates a syllable or pair of syllables. Subrace. The Lalafell come from two distinct groups of
Lalafell Naming Convention people. Select one of the two subraces of Lalafell.
Gender and Subrace Rhyming Scheme
Planesfolk
Male Plainsfolk AB - CB As a Planesfolk, you have spent some time working in
Female Plainsfolk ABB - AB agriculture, or have had information passed down to you
from your family. Your highly sensitive ears and knowledge of
Male Dunesfolk AAB - CCB farming has led to the development that sets you apart from
Female Dunesfolk AAB - AB your fellow Lalafell, the Dunesfolk.
Ability Score Increase. Your Dexterity score increases by
Male Planesfolk Names. Budadi Yidadi, Egul Sagul, Erelo 1.
Forelo, Elehul Pedulehul, Gusis Shisis Sharp Senses. You gain proficiency with the perception
Female Planesfolk Names. Icucu Icu, Badada Bada, skill.
Usoso Uso, Kikuku Kiku.
Male Dunesfolk Names. Wowokima Chichikima, Dunesfolk
Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu As a Dunesfolk, you have an instinctual ability to work with
Kukushuhu, Gogoreba Susureba animals thanks to your ancestors. Additionally you've adapted
Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega to the harsh desert environments and thrived.
Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu Ability Score Increase. Your Wisdom score increases by
1.
Lalafell Traits Dustshield. Your eyes have developed a film to protect
them from desert conditions. You have advantage on saving
Your Lalafell character has a variety of natural abilities throws against being blinded.
derived from their ancestry.
Ability Score Increase. Your Intelligence score increases
by 2.
Age. These smallfolk are able to live just as long as the
other races. Lalafells reach physical maturity around the age
of 18, and live until their mid eighties.
Alignment. Generall speaking, Lalafells lean towards a
good natured alignment, though some shrewd business men
may push far away from this approach to life. Neither the
Planesfolk or Dunesfolk have a incling to law or chaos, with
individuals falling into all categories.
Size. Lalafells are a diminuitive people who see no
difference in height due to gender. Their heights on average
range from 2 feet and 8 inches to just over 3 feet. Your size is
small.
Speed. Your base walking speed is 25ft.
Merchant's Intuition. You gain proficiency in the
persuasion skill.
Naturally Stealthy. You can attempt to hide even when
when you are obscured only by a creature that is at least one
size larger than you.
Lalafell Nimbleness. You can move through the space of
any creature that is of a size larger than yours.
Languages. You can speak, read and write Common and
one other language.

12
Miqo'te
The Nunh that I once fought also believed that his strrrength
would save him. He was wrong, and I am now Nunh. Many
years ago I joined the Company of Heroes to hone my skills
instead of challenging my predecessor before I was ready.
Even when I was young I understood that victorrrry goes to
the patient, the cunning, the pragmatic."
-U'odh Nunh, leader of the Drake Tribe
The Miqo'te are an aloof people who value their
independence from the world. Centuries ago the Miqo'te
migrated, Seekers spreading across the world in low
numbers while Keepers finding dense forests as a new home.
Traditionally they avoid the other races, but over time more
and more Miqo'te have integrated into society with pockets of
die hard traditional Miqo'te tribes surviving out in the world.
Lithe Hunters
The Miqo'te are a feline race with large catlike ears, fanged
teeth and long tails. They have a highly tuned sense of smell Arid Sands and Dense Woods
and powerful legs, which have allowed them to become
natural hunters. The Seekers of the Sun's ears are wider with The hot, arid deserts of Southern Thanalan are home to one
thicker fur, while the Keepers of the Moon's ears are longer of the most famed tribes of the Seekers of the Sun. Seekers
and stylized, with shorter fur. Futhermore, the eyes of the can be found anywhere across the world, barring cold regions
Seekers has developed such that the pupils are slit light, to with a harsh winter climate. Those who integrate into larger
help guard their eyes from the exposure of the sun, while the cities tend to discard their tribal ties and take up the social
Keepers' pupils have become large and rounded. Many more norms of the city in which they live. Keepers of the Moon
women are born into the tribes and clans of the Miqo'te have taken to the dense forests away from the heat of the sun.
people.
Adventure Calls
Of Suns and Moons The Miqo'te tend to differ on their approach to life depending
The Seekers or the Sun and Keepers of the Moon are two on their ethnicity. The Seekers of the Sun are bold individuals
distinct ethnicities falling under the Miqo'te. Their cultures who are quick to jump into action, but also become bored
differ greatly down to the social structures of their groups. easily. This natural need for excitement may call a Miqo'te to
The Seekers live in male dominant societies centered around action, leading them out into the world to explore. Those
an alpha male known as the Nuhn, and worship the god from traditional tribes may leave their tribe seeking to start
Azeyma. In constrast the Keepers live in a matriarchical their own clan of Seekers, becoming the alpha of their group.
society and worship the goddess Menphina.

13
Keepers are guarded and brooding, which may stall them Size. Miqo'te are a people people with powerful leg
from setting out on a journey, but when the need arises to muscles. Their slender builds distract from how powerful
protect family, friends or their home, a Keeper will stop at their bodies really are. On average males tend to range in
nothing to protect that which they cherish. height from 5 feet to 5 and a half feet tall, while females range
from 4 feet 9 inches to 5 feet 3 inches Your size is medium.
Miqo'te Names Speed. Your base walking speed is 30ft.
Seekers of the sun use a simple naming convention. Male Darkvision. Your eyes have adapted to help you see in the
names are one or two syllables and preceded by a letter dark. You can see in dim light within 60 feet of you as if it
which is associated with the tribe. The extra aitches (H) we were bright light, and in darkness as if it were dim light. You
see in names such as represent a slight hissing/spitting can't discern colour in darkness, only shades of grey.
sound that is made when the name is pronounced by the cat- Reserved Watchers
like Miqote. Many of the other races in Eorzea cannot
accurately reproduce this sound, so the aitches (H) end up Miqo'te tend to keep to themselves, trying to avoid contact
going silent when read. They do not take a family name, but with races outside their own, Even in highly populated cities,
instead are given the name Tia at birth. A Tia may change individual Miqo'te lead isolated lives, prefering to stay aloof.
their surname to Nunh by challenging the tribes breeding
male and defeating him in battle. If successful the two trade Predation. You have the senses of an expert hunter. You gain
titles. Female seekers' first names are given in the same way advantage on wisdom checks to track beasts, as well as
with three or more syllables, but the surname is the first intelligence checks to recall information about beasts you
name of the breeding male who sired her. have encountered in the past. You gain proficiency in the
The tribal prefix often gets dropped in casual conversation stealth skill.
and with close friends and family. Languages. You can speak, read and write Common and
The female Keepers use one to two syllable first names one language of your choice. When speaking common, your
without a tribal prefix due to their small communities. pronunciation of "r" sounds are soemtimes extended with a
Additionally in their culture the mother's surname is passed pur.
on to the children. The males born into the Keepers' Subrace. The Miqo'te are made up of two distinct clans.
communities take both of their mother's names, adding a Select one of the two subraces of Miqo'te.
suffix to the end of their first name to indicate their birth
order counting the males. It is rare that more than 3 suffixes Seekers of the Sun
are needed. As a Seeker of the sun, you come from a race of renowned
Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, hunters. The Seekers live in a patriarchal society which
I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur. woships the sun and Azeyma. This past has given you the
Female Seeker Names. C'nhamfaule, C'qhaalkamo, tools to become a deadly hunter, capable of wounding their
D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, marks with great efficiency.
L'keknhegu, M'yhaiabdu, N'zhamroli Ability Score Increase. Your Strength score increases by
Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li, 1.
Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Seekers weapon training. You gain proficiency with the
Wizo'tan. Daggers, and Shortbows.
Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Graceful Speed. Your base walking speed is 35ft.
Miko, Fafoh, Cehxi, Xarih, Ecih
Keeper Surnames. Dagnheive, Dopsha, Gauvro, Keepers of the Moon
Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, As a Keeper of the Moon, you come from a highly spiritual
Rheibfuqe, Ruyhaia. matriarchy. Your people worship and moon and the goddess
Menphina. Many Keepers make use of war paint as they
Seekers of the Sun Tribes believe it helps to channel the power of the moon into their
For a full list of the Seekers of the Sun's tribes, see appendix F. bodies. Keepers are renown for their
Ability Score Increase. Your Charisma score increases by
Miqo'te Traits 1.
Tenacity. When you are reduced to 0 hit points but not
Your Miqo'te character has a variety of natural abilities killed outright, you can drop to 1 hit point instead. You can't
related to their natural physical traits. use this feature again until you finish a long rest.
Ability Score Increase. Your Dexterity score increases by
2.
Age. Despite their extraordinary phyiscal features, the Au
Ra live about as long as any of the other races of Eorzea,
reaching physical maturity around the age of 16, and living to
be around 80 years old.
Alignment. Miqo'te who live within a traditional tribal
setting lean towards a lawful alignment, adhering to the laws
of their people. Those who are born or live in more diverse
settings tend to lean in no particular direction.

14
Roegadyn
They sought to secure a place to breed and multiply, that their
kind might survive. Self-preservation, as you say. But we have
as much right to live and thrive as they. If our own survival is
threatened, are we to lay down our arms and welcome
oblivion? Nay.
-Admiral Merlwyb Bloefhiswyn
The Roegadyn are a physically powerful race of people with a
thirst for life which few can rival. They live loudly with Be it sailing, naval service or mercenary work, the Sea
boisterous voices, larger than life goals and an unflinching Wolves continue to feel most at home when adventuring on
approach to danger. Roegadyns are fearless explorers who board a ship. The Hellsguard in comparison live in land
long ago were the greatest pirates to sail the seas. Adventure around the volcanic mountains of abalathia. Here they guard
is in their blood. the material plane from undead spirits trying to return home.
Size Matters The Great Seas and Abalathia
Roegadyn are enormous humanoids with a hulking muscular The Roegadyn as an entire race hail from the Northern seas ,
build. Men and women alike grow to tower over the other their name translating to people of the rain. These sea fairing
races. Partly due to their size, Roegadyn as a whole love people can be found living in coastal citites the world over
competitions of strength and courage, challenging one living as sailors, mercenaries and pirates.
another to push themselves and their bravery. Their face have The Hellsguard live around the volcanoes of the Abalathia
fierce features and large flat noses. Due to their large size, mountains, believing their home to be a sacred place related
Roegadyn tend to wear durable, flexible clothing which to the afterlife. Those Hellsguard who choose to leave their
allows them to move easily. mountain homes can be found in large cities near these
mountains, making a living as sellswords or chasing deeper
Maritime Reavers, Volcanic Hermits knowledge of magic.
The Sea Wolves live up to their names through a storied
history on the ocean. Most Sea Wolf communities can be In Their Nature
found on the coast, as most make their living from the sea. The Roegadyn people are a boisterous race, seeking out
challenges to test their power and bravery.

15
They rarely need much convincing to head into the heat of Speed. Your base walking speed is 30ft.
battle for a cause they believe in, though coin may help speed Brave. You have advantage on saving throws against being
them along. Sea Wolves have a long history of pirating, frightened.
looting and battle on ships of all sorts, giving them a deep Languages. You can speak, read and write Common and
seeded thirst for adventure. Hellsguard grow up in solitude Roegadyn.
away from society, having no city to call their own. They may Subrace. The Roegadyn have settled into two distinct
decide to head off in search of a more engaging existence by lifestyles. Select a subrace based on where you come from.
heading down their mountain and seeing what else the world
has to offer. On Your Merit
Both the Sea Wolves and the Hellsguard do not carry
Roegadyn Names preconceived notions about other races, but rather judge each
Sea Wolves and Hellsguard follow very different rules when it person they meet by their own standards. Sea Wolves may
comes to naming conventions. Sea Wolves all derrive their value people who show courage, while Hellsguard appreciate
names by combining two words from their ancient Roegadyn those who think before acting.
Language. Women of the Sea Wolves also derrive their
names by combining two words, but the second word is
always one of eight words. Sea Wolves form their surnames Seawolf
by taking their parent's name and adding a third word; syn for Fearless sailors of the sea. The Sea Wolves have a storried
males and wyn for females, indicating they are a son or history of being a great sailors. No coastal cities were safe in
daughter respectively. the past when the Sea Wolves came to town. A history of
Hellsguard on the other hand avoid their ancient language sailing and pirating has left the Sea Wolves with inherent
and use the common tongue. Their names are formed using abilities.
two words as well, often drawing inspiration from nature. Ability Score Increase. Your Strength score increases by
Women of the Hellsguard tend to use plant imagery in their 1.
names as well, but are not restricted to do so. Nearly all Sea Wolves weapon training. You gain proficiency with
Hellsguard abandon their family names, refusing to be greataxes and handaxes.
defined by their ancestors in the past. Sailor's Swimming. You have advantage when making
Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, athletics (swimming) checks.
Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr Savage Attacks. When you score a critical hit with a melee
Female Sea Wolf Names. Rhotbryda, Hezzwyb, weapon attack, you can roll one of the weapon's damage dice
Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, one additional time and add it to the extra damage of the
Wyznthota, Rhotbryda, Trahggeim critical hit.
Male Hellsguard Names. Aware Sun, Major Wind, Blue
Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Hellsguard
Lake, Fearless Oak, Dirt Snow, Stark Crow The elusive Hellsguard live around then volcanoes located
Female Hellsguard Names. Soft Pea, Obedient Apple, within Abalathia's Spine. They have lived in solitude for
Honored Eclipse, Orange Autumn, Silly Feather, Carefree hundreds of years guarding the volcano from spirits seeking
Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, passage from the world of the dead into their own world. A
Innocent Daffodil. long history of practicing magic in the mountains has left the
Hellsguard with innate supernatural abilities.
Roegadyn Language Ability Score Increase. Your Charisma score increases by
1.
Check Appendix F for a list of Roegadyn words.
Magical Knowledge. You gain proficiency with the arcana
skill.
Roegadyn Traits Volcanic Children. You know the Firebolt cantrip. At 3rd
Your Roegadyn character has a variety of natural abilities level you learn the Burning Hands spell and may cast it at the
which all members of their race have. 1st level once before requiring a long rest. Charisma is your
Ability Score Increase. Your Constitution score increases spell casting ability for these spells.
by 2.
Age. Though physically larger than the other races, the
Roegadyn do not live any longer. Reaching full maturity
around the age of 20 and living into their eighties.
Alignment. Roegadyn have no heavy leaning towards good
or evil. The Sea Wolves value the chaotic nature of
adventuring and lean towards this alignment, while the
Hellsguard look to laws of their ancestors to guard the sacred
volcanoes they've lived near for ages.
Size. Roegadyns are a massive people who grow much
taller than their fellow races. Males grow as tall as 7 and a
half feet tall, while women can grow to be 7 foot 3 inches
talls. Despite your powerful builds and great height, your size
is medium.

16
Arcanist
A lightly armoured man maneuver through the battlefield
alongside his carbuncle companion. The carbuncle dashes
ahead and lets out a burst of magical energy, dazing their
foes, while their allies return to formation, swaying the battle
in their favour.
A quiet woman carefully scratches notes into her research
tome. After a long quiet hour passes, a shining avian figure
bursts forth from another plane, ready to heed her every
command.
A carefully launched arrow catches the the elven woman's
ally. With a few invoking words and raising her grimoire to
the sky, healing magics close the wound, allowing their friend
to fight on.
These skillful magic users take on many roles on the
battlefield, be it a commander of their allies, a medic or a
destructive force. Through careful planning and preperation
an Arcanist becomes an indomitable force to stand against.
Magic Through Research
Arcanists work hard to explore the secrets of magic, only
through deep understanding of formulas and geometrical
figures can they produce magical effects. Their tomes and
grimoires are filled with fascinating formulas and diagrams,
which when fed magical energy from the arcanist's body
burst forth into powerful spells. Ever thirsty for greater
knowledge, an Arcanist seeks knowledge and then tests that
knowledge.
Borrowed Power
One thing which sets the Arcanist apart from other spell
casters is their usage of summoning companions. Early in
their studies an Arcanist learns to summon forth a magical
servant. This is the first major task of an Arcanist and helps
to sharpen their powers. The companion borrows some of
the arcanist's power and in return gives the caster an
unwavering ally on the field of battle.
Creating an Arcanist
An arcanist's path begins with a few formulas scrawled in a
tome and a large amount of time practicing their craft,
researching to unlock greater power to have at their disposal.
You must consider what was your arcanist's call to action?
Perhaps their thirst for knowledge couldn't be satisfied at
their desk, or they saw that their abilities could help the world
in another way. Perhaps they uncovered some information
that they must investigate or acted upon.
Whatever the cause which brought the arcanist out into the
world, they do so with their research in hand and companion
by their side.

17
The Arcanist
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Aetherflow 4 2
2nd +2 Area of Study, Summoning 4 3
3rd +2 4 4 2
4th +2 Ability Score Improvement 5 4 3
5th +3 5 4 3 2
6th +3 Study Feature 5 4 3 3
7th +3 5 4 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Study Feature 6 4 3 3 3 2
11th +4 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 4 3 3 3 2 2
13th +5 6 4 3 3 3 2 2 1
14th +5 Tandem Bond 6 4 3 3 3 2 2 1
15th +5 6 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 3 2 1 1
17th +6 6 4 3 3 3 3 2 1 1 1
18th +6 Study Feature 6 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 3 2 1 1
20th +6 Aetherial Sea 6 4 3 3 3 3 3 2 1 1

Quick Build Equipment


You can make a Arcanist quickly by following these You start with the following equipment, in addition to the
suggestions. First make Intelligence your highest ability equipment granted by your background
score, following with Wisdom. Second take the Sage (a) quarterstaff or (b) a dagger
background. (a) a grimoire spell casting focus
(a) a scholar's pack or (b) an explorer's pack
Class Features Spell Casting
As an Arcanist, you gain the following class features Your avid research has allowed you to produce magic spells
through the use of geometrical figures and formulae within
Hit Points your grimoire. As you level up, you are able to write more
Hit Dice: 1d6 per Arcanist level powerful formulas leading to stronger spells. See chapter 10
Hit Points at 1st Level: 6 + your Constituion modifier of the PHB for the general rules of spellcasting and the end
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution of this document for the Arcanist spell list.
modifier per Arcanist level after 1st
Proficiencies Cantrips
Armor: None At 1st level, you know 3 cantrips of your choice from the
Weapons: Daggers, darts, slings, quarterstaffs, light Arcanist spell list. You learn additional Arcanist cantrips of
crossbows your choice at higher levels, as shown in the Cantrips Known
Tools: None column of the Arcanist table.
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight,
Investigation, Medicine, and Religion.

18
Preparing and Casting Spells Arcanist Archetype
The Arcanist table shows how many spell slots you have to At 2nd level, you decide on your area of specialization and
cast your spells of 1st level and higher. To cast one of these along with it, the type of companion you are capable of
spells, you must expend a slot of the spell's level or higher. summoning. A Strategist focuses on using their magical
You regain all expended spell slots when you finish a long abilities and carbuncle ally to dictate the flow of battle, a
rest. Summoner harnesses the raw power of beings from another
You prepare the list of arcanist spells that are available for plane along with augmentations to their spells to rain havoc
you to cast, choosing from the arcanist spell list. When you on their enemies, and a Nymian Scholar has decided to focus
do so, choose a number of arcanist spells equal to your on the healing arts, seeking to expand the healing magic
Intelligence modifier + your arcanist level (minimum of one available in the world alongside their fey allies.
spell). The spells must be of a level for which you have spell
slots.
For example, if you are a 3rd-level arcanist, you have four Summoning
1st-level and two 2nd-level spell slots. With an Intelligence of Beginning at the 2nd level, you are able to perform a ritual to
16, your list of prepared spells can include six spells of 1st or summon an aetherial companion which is able to fight
2nd level, in any combination. If you prepare the 1st-level alongside you. If you select the Strategist archetype, you may
spell cure wounds, you can cast it using a 1st-level or 2nd- summon a carbuncle. If you select the Summoner archetype
level slot. Casting the spell doesn't remove it from your list of you may summon an Egi, and if you select the Scholar
prepared spells. archetype you may summon a Nymian Fey. Add your
You can change your list of prepared spells when you finish proficiency bonus to your companion's AC, attack rolls, and
a long rest. Preparing a new list of arcanist spells requires damage rolls, as well as to any saving throws and skills it is
time spent rewriting your formulas in your grimoire: at least proficient in. Its hit point maximum equals its normal
10 minutes for each spell you change. maximum or four times your Arcanist level, whichever is
higher.
Spellcasting Ability Your companion obeys your commands as best as it can. It
The spellcasting ability for your arcanist spells changes takes its turn on your initiative, though it doesn't take an
depending upon the discipline you select. You use your action unless you command it to. On your turn, you can
Intelligence whenever a spell refers to your spellcasting verbally command your companion where to move (no action
ability. In addition, you use your Intelligence modifier when required by you). You can use your action to verbally
setting the saving throw DC for a arcanist spell you cast and command it to take the Attack, Dash, Disengage, Dodge, or
when making an attack roll with one. Help action.
Spell save DC = 8 + your proficiency bonus + your To summon your companion you must spend one hour
Intelligence modifier performing a ritual which your spell casting focus is required.
Spell attack modifier = your proficiency bonus + your You may only summon one companion once before requiring
Intelligence modifier a long rest. If your companion strays farther than one mile
from you, their bond to you and the material plane are
Ritual Casting severed, causing them to disperse.
You can cast any arcanist spell you know as a ritual if that
spell has the ritual tag. Ability Score Improvement
Spellcasting Focus When you reach 4th level, and again at 8th, 10th, 12th, 16th,
You can use a grimoire, tome, research notebook or other and 19th level, you can increase one ability score of your
similar equipment as an arcane focus (found in chapter 5 of choice by 2, or you can increase two ability scores of your
the player's handbook) for your arcanist spells. choice by 1. As normal, you can't increase an ability score
above 20 using this feature.
Aetherflow
Tandem Bond
Beginning at the 1st level, you are able to gather and hold
magical energy in your body in units known as stacks. You Beginning at 14th level, when you take an action, as a bonus
are able to hold a number of aetherflow stacks equal to your action you may command your companion to take the Dash,
Intelligence modifier, minimum of one. You may only build up Disengage, Dodge, Help or an attack action.
your aetherflow stacks once, requiring a long rest before
refreshing them again. Aetherial Sea
Additionally, you may expend one aetherflow stack to reroll Beginning at the 20th level, during combat you may use your
a damage roll, but must use the new number. action to regain 1 aetherflow stack. At the beginning of battle
you gain one aetherflow stack.

19
False Fear When your carbuncle lands an attack, you may
The Summoned Ally expend one aetherflow stack to attack their mind as well. The
The Arcanist's most prized companion is the one they bring creature must make a Wisdom saving throw, on a failed save
forth into the world. Through the use of grimoires and their mind is infested with an illusion causing them to
magical fomulas, Acantists have learned how to bring forth a become frightened of the carbuncle until the end of your next
magical ally to fight alongside them. Depending on the area turn.
of study an Arcanist explores, they are able to summon Helping Hand When your carbuncle lands an attack, you
different allies. A strategist has learned to bring forth a may expend one aetherflow stack, causing your carbuncle to
carbuncle, a summoner has learned to bring forth elemental release a pulse of positive energy. Allies within 10ft. of the
egis, and a nymian scholar has learned to summon a special carbuncle gain advantage on their next action.
type of fey. Spreading Strike. When your carbuncle lands an attack,
you may expend on aetherflow stack, causing your carbuncle
Strategist to launch a second attack on a creature 5ft. from the first
target.
Most arcanists go the route of the strategist, highly intelligent Switching Step. As a bonus action, you may expend one
spell casters who assist their allies by organizing their forces aetherflow stack to switch places with your carbuncle
and swaying battle with tactical maneuvers. In the tradition of instantly if the carbuncle is within 60ft. of you.
arcanists, the strategist who brings forth a carbuncle, to help
dictate the pace of battle. Changing the Tide
Also beginning at the 2nd, when you make an attack or saving
Field Commander roll, you may expend one aetherflow stack to reroll that die
Beginning at the 2nd level, you have opted to take up the roll. You may only choose to do so before the DM states the
blade alongside the book to protect yourself on the battle outcome of the die roll result.
field. You gain proficiency in light armor, shields, simple and
martial weapons. You gain one extra hitpoint when you level Eye of the Strategist
up. Beginning at the 10th level, if you spend at least 1 minute
observing or interacting with another creature outside
Tactical Maneuvers combat, you can learn certain information about its
Also beginning at the 2nd level you may select a tactical capabilities compared to your own. The DM tells you if the
maneuver from the following list to learn. You may select creature is your equal, superior, or inferior in regard to two of
additional maneuvers at 6th, 10th and 18th. These are the follow characteristics of your choice:
special combat skills used in collaboration with your Strength score
summoned carbuncle, allies or your own martial ability. You Dexterity score
may use a tactical maneuver on your turn by expending one Constitution score
aetherflow stack. Armor Class
Bombarding. When you take an attack action or cast a Current hit points
spell, you may expend one aetherflow stack to direct one of Total class levels (if any)
your companions to strike. When you do so, choose a friendly Fighter class levels (if any)
creature who can see or hear you. That creature can
immediately use its reaction to make one weapon attack. Carbuncle's Sacrifice
Carbuncle Bind. When your carbuncle lands an attack, Beginning at the 18th level, you are able to sacrifice your
you may expend one aetherflow stack to bind a creature to carbuncle to recover all of your aetherflow stacks, feeding on
your carbuncle. The target of your carbuncle's attack must the magical energies which formed the summon.
make a dexterity saving throw. On a failed save, a binding
ethereal chain bursts forth from the carbuncle, shackling the
target. The creature may not move more than 5ft away from
the carbuncle for 1d4 rounds.
Carbuncle Shine. When your carbuncle lands an attack,
you may expend one aetherflow stack to cause your
carbuncle to shine brightly. All hostile creatures who can see
the carbuncle within 10ft. must make a constitution saving
throw. On a failed save, the creature is blinded for 1d4
rounds.
Deployment Tactics. As a bonus action,you may expend
one aetherflow stack to invigorate your allies making them
more nimble. Select two friendly creatures, they may move
up to half their movement speed without provoking attacks of
opportunity.

20
Summoner
A summoner has directed their studies towards harnessing
the powers of raging elementals of another plane, binding
them to the material plane and making them bend to their
will. These harnessed elementals are known as Egis, and act
as servants to their summoner.
Spur
Beginning at the 2nd level, when your Egi takes an action, you
may expend one aetherflow stack to grant advantage on their
attack roll. The additional damage from your proficiency
bonus is doubled for this attack.
Channeled Casting
Beginning at the 6th level, when you cast a spell you may
expend one aetherflow stack to cast the spell as if you were
standing where your egi is. Spells which use you as their
point of origin may instead use your Egi as the point of origin.
These spells do not cause damage to your egi.
Fester
Beginning at the 10th level, when you cast a spell which
requires a target creature to make a saving throw. On a failed
save you may expend one aetherflow stack to deal additional
necrotic damage to the target creature equal to #d8, where #
is you Intelligence modifier.
Enkindle
Beginning at the 18th level, you are able to call on your Egi to
release the great power hidden within it, unleashing a
devestating attack. You may unleash the power of your Egi
once, this use refreshing after completing a long rest.

21
Nymian Scholar
Some arcanists decide to research the use of their magic in
the medical arts. These arcanists come to be known as
nymian scholar, specializing in the lost healing magic of nym.
They call on the fey of this lost city, summoning them to
assist them on the field of battle.
Expanded Spell List
Spell Level Spell
1st Bless, Sanctuary
2nd Lesser Restoration, Prayer of Healing
3rd Mass Healing Ward, Revivify
4th Lustrate, Sacred Soil
5th Greater Restoration, Mass Cure Wounds

Nymian Healer
Starting at 2nd level, your healing spells are more effective.
Whenever you use a spell of 1st level or higher to restore hit
points to a creature, the creature regains additional hit points
equal to 2 + the spell's level.
Critical Heal
Starting at the 6th level, your healing spells have the potential
to cause a critical heal. When you cast a healing spell and one
of the die results in its highest possible result. Roll another
die of the same value and add that number to the amount of
hit points recovered. A critical heal may only occur once per
healing spell.
Adloquiem
Starting at the 10th level, when you cast a spell of 1st level or
higher to restore hit points to a creature, you may expend one
aetherflow stack to empower the heal. Your healing spell
creates a protective ward on the creature, granting them
temporary hit points equal to half the hit points recovered for
10 minutes. If a critical heal occured, the temporary hit points
is equal to the full amount of hit points recovered.
Nymian Savior
Starting at the 18th level, when you would normally roll one
or more dice to restore hit points with a spell, you instead use
the highest number possible for each die. Additionally roll
1d12, on a roll resulting as a 12, that spell is considered a
critical heal.

22
Astrologian
A slender woman draped in fine robes sits in a dark room
across from a man who feels he has lost his way. Smiling she
releases her Planisphere and a flurry of arcana cards into the
air. From the squall of cards she draws and divines the mans
fate, instilling in the lost soul a sense of peace and hope for
the future.
A man stands behind his allies on the battlefield. He raises
his Star Globe to the sky and begins to channel energy into
this tool. Using the power of the stars above, soothing energy
radiates outwards, enveloping his allies, turning the tide of
battle from the prior dire circumstance they fought against.
A well versed Astrologian stands before a congregation of
people. She has come to spread the word of her rare new art,
offering understanding of the future through the power of the
stars. It has become her sacred duty to bring the stars into
view for the common people.
Whether they stand behind their allies granting them the
blessing of the stars and moons of the universe, or standing
alongside them on the front line, Astrologians manipulate the
fates of both friends and foe to find success.
Wielders of Fate
The first task of all Astrologians is to gain a mastery over
using the deck of sixty. To them, fortunetelling is a tool which
allows them to interpret the stars themselves. Their deck is
based on the constellations that they study. The Astrologians
are gifted a divining deck when they begin their study from
their master. They act as a conduit for the magic energy
gathered by their star globes, passing the empowering magic
from the stars to their allies.
An Elegant Tool
The Star Globe is a tool used by Astrologians which allows
them to locate and draw in power from the stars. The globes
are formed by large rings of precious metal and lenses. The
rings are marked using a large spread of precise markings
and which allows the user to find and map the stars in order
to draw power without a view of the sky.
Creating an Astrologian
Astrologians hail from a faraway island where knowledge is
viewed as the greatest virtue. Astrologians are usually
scholars by trade, and specialized in the study of astromancy.
Often they find themselves born into the scholars life or into
highborn families. Sometimes low born apprentices find
themselves working beneath a master of astromancy and
learn how to tap into the magic of the stars. Astrologians are
blessed with the ability to read the future. Through the use of
the deck of sixty and the stars they are capable of tapping into
the future, though the farther they look, the less clear things
become. Some Astrologians travel the land to share this gift
of foresight with everyone, while others seek out
opportunities to spread their young order of magic around
the realm. Others track down allies and adventure, as the
stars had mandated that the Astrologian set out on a quest
for a task which they cannot see the end of. Astrologians
borrow power from the cosmos, and in return seeks to see
that the will of the stars is done.

23
The Astrologian
Proficiency Available Cantrips Spells
Level Bonus Features Draws Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Draw 3 4 2 2
2nd +2 Sect Study Focus 3 4 3 3
3rd +2 4 4 4 4 2
4th +2 Ability Score 4 5 5 4 3
Improvement
5th +3 Spread 5 5 6 4 3 2
6th +3 Sect Study Feature 5 5 7 4 3 3
7th +3 6 5 8 4 3 3 1
8th +3 Ability Score 6 6 9 4 3 3 2
Improvement
9th +4 7 6 10 4 3 3 3 1
10th +4 Sect Study Feature 7 6 11 4 3 3 3 2
11th +4 Royal Road 8 6 12 4 3 3 3 2 1
12th +4 Ability Score 8 6 12 4 3 3 3 2 1
Improvement
13th +5 9 6 13 4 3 3 3 2 1 1
14th +5 Sect Study Feature 9 6 13 4 3 3 3 2 1 1
15th +5 10 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score 10 6 14 4 3 3 3 2 1 1 1
Improvement
17th +6 11 6 15 4 3 3 3 2 1 1 1 1
18th +6 Shuffle 11 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score 12 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 Time Dialation 12 6 15 4 3 3 3 3 2 2 1 1

Quick Build Saving Throws: Wisdom, Charisma


Skills: Choose two from Arcana, Deception, Insight,
You can make an Astrologian quickly by following these Persuasion, History, Religion
suggestions. First make Wisdom your highest ability score,
following with Charisma. Second take the sage background. Equipment
Third, take the Dancing Lights, Sacred Flame, Guidance and You start with the following equipment, in addition to the
Truestrike cantrips and the first level spells Cure Wounds and equipment granted by your background:
Divine Favor. a dagger
a Star Globe, granted to you by your mentor
Class Features a Divination Deck
(a) a explorer's pack or (b) a scholar's pack
As a Astrologian, you gain the following class features
Spell Casting
Hit Points Level requirement and general description. See chapter 10 of
Hit Dice: 1d6 per Astrologian level the PHB for the general rules of spellcasting and the end of
Hit Points at 1st Level: 6 + your Constituion modifier this document for the Astrologian spell list.
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion
modifier per Astrologian level after 1st Cantrips
Proficiencies At 1st level, you know 4 cantrips of your choice from the
Armor: None Astrologian spell list. You learn additional Astrologian
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light cantrips of your choice at higher levels, as shown in the
Crossbows Cantrips Known column of the Astrologian table.
Tools: Divination Deck

24
Spell Slots Spell save DC = 8 + your proficiency bonus + your
The Astrologian table shows how many spell slots you have to Wisdom modifier
cast your spells of 1st level and higher. To cast one of these Spell attack modifier = your proficiency bonus + your
spells, you must expend a slot of the spells level or higher. Wisdom modifier
You regain all expended spell slots when you finish a long
rest. Spellcasting Focus
You can use a star globe, planisphere or other similar tools as
Spells Known of 1st Level and Higher an arcane focus (found in chapter 5 of the player's handbook)
You know 2 1st-level spells of your choice from the for your astrologian spells.
Astrologian spell list. The Spells Known column of the
Astrologian table shows when you learn more Astrologian Ritual Casting
spells of your choice. Each of these spells must be of a level You can cast any Astrologian spell you know as a ritual if that
for which you have spell slots. For instance, when you reach spell has the ritual tag.
5th level in this class, you can learn one new spell of 1st, 2nd
or 3rd level. Additionally, when you gain a level in this class, Draw
you can choose one of the Astrologian spells you know and Beginning at the 1st level, as an Astrologian, you are able to
replace it with another spell from the Astrologian spell list, use the Draw ability. You are capable of channeling the power
which also must be of a level for which you have spell slots. of the stars into your deck of sixty, and grant boons based on
the card drawn. You are limited to the number of draws
Spellcasting Ability indicated in the class summary table.
Wisdom is your spellcasting ability for your Astrologian Using your action, roll 1d6, the number shown corresponds
spells. You use your Wisdom whenever a spell refers to your to the drawn card. Once drawn, you may apply the
spellcasting ability. In addition, you use your Wisdom empowering effect to yourself or another creature within 30ft.
modifier when setting the saving throw DC for a Astrologian that you can see. The card burns up in your hand and the
spell you cast and when making an attack roll with one. magic contained is transferred to the selected creature.
Draw Effects
Card Drawn Die Result Card Effect
The Balance 1 Bonus 1d6 damage on all damage effects
The Bole 2 AC increased by 2
The Arrow 3 Base walking speed increased by 10ft
The Spear 4 When you attack you may make one additional attack roll
The Ewer 5 Temporarily restores one level 1 or 2 spell slot
The Spire 6 Temporarily restores 1, non-spell slot resource to an ally

The resources included in this effect includes class resources like the Monks Ki Points and the Fighters maneuver dice. This does not
include abilities which do not use a resource such as a Cleric's Channel Divinity or a Fighter's Action Surge. There must be an expended
resource. Ask your DM their consideration of what counts as a resource.

The effect of the boon lasts for a number of rounds equal to Spread
half your Wisdom ability modifier rounded down with a
minimum of 1 round. Restored resources must be used Beginning at the 5th level your studies into astromancy has
within this number of rounds or they are lost. Available draws led you to a better understanding of reading fortunes. As a
refresh after a long rest. bonus action after using the Draw ability, you may set a
drawn card aside for later use. This card is added to your
Astrologian Archetype spread and can be activated as a bonus action during your
turn. The card sits in your spread until used. You may hold up
At 2nd level, you choose a sect to study as an Astrologian: to three cards in your spread at a cost of one extra draw for a
Diurnal Sect, Nocturnal Sect or Fortuneteller, all detailed at second and third card. The cards in your spread expire during
the end of the class description. Your archetype choice grants a long rest.
you features at the 2nd, 6th, 10th and 14th level.
Royal Road
Ability Score Improvement
Beginning at the 12th level, your understanding of
When you reach 4th level, and again at 8th, 12th, 16th, and fortunetelling has grown considerably, allowing you augment
19th level, you can increase one ability score of your choice your arcana cards further. After you use the Draw feature, you
by 2, or you can increase two ability scores of your choice by may use a bonus action to convert that card into an
1. As normal, you can't increase an ability score above 20 empowerment for a future reading. This empowerment
using this feature. affects the next card that you use to empower an ally, from
either your Draw action or Spread bonus action.

25
Royal Road Effects
The Heavenly Paths
Use notes to point out some interesting
When an Astrologian is early on in their studies, they select a
information.
sect of stars from which they will draw their powers from.
The stars were mapped using the positions of the sun and
Converted: The Balance or The Bole moon, and these two sects are reflective of their reference
Effect: Potency of the next card is increased. points. The Diurnal Sect uses the sun as their reference
Double the value of the effect, see the Potency point, creating their star maps with the sun being the key to
Increase Effects table below for details. navigation, while the Nocturnal Sect uses the moon as the
reference point. An Astrologian may choose to minimally
Converted: The Arrow or The Spear study the stars and focus their efforts into their tarot deck,
Effect: Double the duration of the effect learning advanced techniques on how to manipulate fate.
Converted: The Ewer or The Spire
Effect: All allies within 20ft. of you receive the Diurnal Sect
effects of the card.
Succor of the Sun
Potency increase effects Beginning at the 2nd level, your healing spells are more
Card Effect
effective. Whenever you use a spell of 1st level or higher to
restore hit points to a creature, the creature regains
Balance Bonus 2d6 damage on all damage effects additional hit points equal to 2 + the spell's level.
Bole AC increased by 4
Diurnal Benefic
Arrow Base walking speed increased by 20ft. Beginning at the 6th level you are able to empower your
Spear You may make two additional attack rolls healing spells with the power of the sun. When you cast a
Ewer Temporarily restores two level 1 or 2 spell
spell of the 1st-level or higher that restores the hit points of
slots, or 1 level 3 spell slot an ally, you may leave a regenerative effect on your allies.
After the spell is cast, your allies recover 1d6 hit points at the
Spire Temporarily restores 2 non-spell slot start of their turn for a number of rounds equal to your
resources to an ally Wisdom ability modifier. You may only empower your spells
like this once before requiring a long rest.
Lightspeed
Shuffle Beginning at the 10th level, as a bonus action you may cast an
Beginning at the 18th level, you have mastered basic extra 1st or 2nd-level spell by spending a number of available
fortunetelling, allowing you to manipulate fate in your draws equal to the level of the spell you wish to cast.
readings to a certain extent. After using the Draw action, you
may use a free action to redraw from the deck. The drawn Blessing of the Sun
card is returned to the deck to be read another day, and you Beginning at the 14th level when you would normally roll one
use the Draw action again. You may only shuffle 3 times, this or more dice to restore hit points with a spell, you instead use
number refreshing after a short rest. the highest number possible for each die. For example,
instead of restoring 2d6 hit points to a creature, you restore
Time Dialation 12.
Beginning at the 20th level, you may expend an available
draw to extend the duration of Draw's effect by one round.
Each subsequent extension requires one extra available draw
to be spent.

26
Rage of the Moon
Nocturnal Sect Beginning at the 14th level, you are able to channel the power
Morningstar Mage of the moon into your arms. For 10 minutes you strike with
Beginning at the 2nd level, you have trained your body the malefic powers of the moon. Your spells and melee
alongside your mind, gaining prowess in the martial arts to attacks channel the astral energy of the nocturnal sect,
survive on the battle field. You have proficiency with one dealing an additional 2d6 force damage. You may use this
handed simple and martial weapons, light and medium ability once and it cannot be used until you complete a long
armor. You gain 1 extra hit point when you level up. Your spell rest.
list is expanded with offensive magic from the list below,
allowing you to learn the following spells. Fortuneteller
Stacked Deck
Nocturnal Spell List Beginning at the 2nd level, you have learned how to stack
Your spell list is expanded with the following spells. your deck of sixty. When you use your Draw action, you may
Nocturnal Spell List roll 2d6 instead and select the result of the Draw action from
Expanded Spell List the two results. Discard the other result.
Spell Level Spell
Expanded Deck
1st Hex, Witch Bolt Beginning at the 6th level, you have access to twice the
2nd Moonbeam, Snilloc's Snowball Storm number of available Draws per day than the listed number.
3rd Melf's Minute Meteors, Elemental Weapon
Double Draw
4th Dimension Door, Ice Storm Beginning at the 10th level, you have learned how to read
5th Cone of Cold, Gravity multiple arcana cards at the same time. When you use the
Draw action, you may roll 2d6 and use both cards to grant
boons to your allies. Doing so prevents you from using the
Nocturnal Benefic Stacked Deck feature.
Beginning at the 6th level you can empower your spells with
the magic of the moon. When you cast a spell of the 1st-level Twisted Fate
or higher that restores the hit points of an ally, you may leave Beginning at the 14th level, you have mastered reading
a shielding effect on your allies. After the spell is cast, your arcana cards and twisting fate. You have learned to use all the
allies gain temporary hitpoints equal to #d4 where # is equal tools at your disposal, allowing you to freely use your fortune
to your Wisdom ability modifier. You may only empower your telling skills for 10 minutes, refreshing after a long rest. For
spells like this once before requiring a long rest. each Draw action, you may use Royal Road, Shuffle, Spread,
Stacked Deck and Double Draw. Each card drawn still
Malefic Attunement consumes an Available Draw point.
Beginning at the 10th level, you have mastered the ability to
weave astromancy and martial combat seamlessly, allowing
you to cast a spell after landing a melee attack as a bonus
action. The spell may not be higher than the 2nd level when
cast in this manner.

27
College of the Wanderer - Bard
Archetype
Bards of the College of the Wanderer are adventurers who
travel the land sharing not only stories, music and merriment,
but soothing the souls of those who have passed on.
Members of the college of wanderers have made it their
goal to record history through poetry and verse, while at the
same time travelling the world and seeking out wounded
spirits from the lands of the living and dead.
The college of the wanderer was an idea started by a
famous archer who caused the deaths of his comrades. To
cope with his grief he turned to the poetic arts and traveled
the world trying to atone for his sins by delivering restless
spirits to a peaceful slumber. He hoped to one day return to
the place where his friends were lost, and lay their souls to
rest.
Bonus Proficiencies
Beginning at the 3rd level, you gain proficiency with long
bows and two skills of your choice.
Swift Song
Beginning at the 3rd level, allies who have a bardic
inspiration die from you may roll it to increase their base
walking speed by 5 ft. for a number of turns equal to the roll
of the die. Additionally, while travelling your group travels
extra distance each hour equal to half the normal traveled
distance per hour.
Foe Requiem
Beginning at the 6th level, allies who have a bardic inspiration
die from you may roll it and add the number to the damage
roll of a spell it just cast. Alternatively, when a spell is cast
against the creature, they may roll the bardic inspiration die
and add the result to their saving throw after seeing the roll
but before knowing if the saving throw was successful or
failed.
Wanderer's Minuet
Beginning at the 14th level, you have learned to play the
wanderer's minuet. Using your action to play the song, you
enter an entranced state. You may not move and take an
action in the same turn while entranced. You gain the Extra
Attack ability, allowing you to attack twice, instead of once,
when you take the attack action. You gain advantage on
ranged weapon attack rolls and you add your Charisma
ability modifier to your damage rolls along with all other
bonuses you would normally receive. You remain in this
entranced state for a number of rounds equal to your
Charisma ability modifier starting at the end of your turn. You
may choose to end the entranced state as an action. You may
play the wanderer's minuet three times, these uses refreshing
after completing a long rest.

28
Black Mage
A gnome stands before a horde of goblins, blood thirsty the
goblins dash towards him. With a few skillful waves of his
staff, a large fire ball erupts from the gem inlaid at the end of
the staff, causing a massive fiery explosion, leaving nothing
but ash.
A woman wearing dark robes grins as she waves her wand
before a guard refusing her entry. With a few choice words
and a spell, the guard happily steps aside, unlocking the
passage before falling unconscious due to illness.
A elf laughs at his reflection as he inspects his body after
tapping into the powers of the void. His eyes glow red and his
teeth bare fangs, signs that his mastery of magic is growing.
A black mage is a powerful ally who wields forbidden
magic stolen from the void. This raw energy manifests itself
into devestation spells and effects. Their power is only rivaled
by their thirst to increase that power.
A Dark Past
In days long past, there existed an evil clan and arcane art
known as black magica potent magic of pure destructive
force born forth by a sorceress of unparalleled power. Those
who learned to wield this instrument of ruin came to be
called black mages, out of both fear and respect for their gift.
Yet great power served to corrupt the judgment of mortal
man, and so he unknowingly set out upon the path of ruin.
Adventurers who take the black will become agents of
devastation, capable of annihilating those who oppose them
through little more than the force of their will.
Ties to the Void
In order for a mage to don the black, they must extensively
research what they call the void. This is another plane of
existence from which Black Mages draw knowledge from in
order to unlock power within themselves. Most black mages
are able to explore the knowledge gained from the void
through tomes and texts now, but some who thirst for new
power may attempt to tap into the void directly. Black Mages
continue to grow within their craft through continuing their
study of the dark arts.
Creating a Black Mage
Black Mages are earnest in their desires and reasons for
taking the black. More often than not it is in the pursuit of
power or out of sheer curiousity. You must know why you are
pursuing this power, or why you are curious about the dark
arts. You must also decide where you began to dip your toes
into the world of black magic. Did you join a cult of mages
who studied the art? Perhaps a proper school which provides
the proper materials to explore black mage. Maybe you were
taken under the wing of a mentor who has mastered the art.

29
The Black Mage
Proficiency Cantrips Spells
Level Bonus Features Augmentations Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Discipline - 4 2 2
2nd +2 Spell Augmentation, 2 4 3 3
Discipline Feature
3rd +2 2 4 4 4 2
4th +2 Ability Score Improvement 2 5 5 4 3
5th +3 2 5 6 4 3 2
6th +3 Discipline Feature 3 5 7 4 3 3
7th +3 3 5 8 4 3 3 1
8th +3 Ability Score Improvement 3 6 9 4 3 3 2
9th +4 3 6 10 4 3 3 3 1
10th +4 Discipline Feature 3 6 11 4 3 3 3 2
11th +4 4 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 6 12 4 3 3 3 2 1
13th +5 4 6 13 4 3 3 3 2 1 1
14th +5 Discipline Feature 4 6 13 4 3 3 3 2 1 1
15th +5 4 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 6 14 4 3 3 3 2 1 1 1
17th +6 5 6 15 4 3 3 3 2 1 1 1 1
18th +6 Surecaster 5 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 6 15 4 3 3 3 3 2 1 1 1
20th +6 Limitless Aether 5 6 15 4 3 3 3 3 2 2 1 1

Quick Build Skills: Choose two from Arcana, Deception, Insight,


Persuasion, History, Religion, Intimidation.
You can make a Black Mage quickly by following these
suggestions. First make Intelligence your highest ability Equipment
score, following with Charisma. Second select the Destroyer You start with the following equipment, in addition to the
discipline. Third take the scholar background. Fourth, take equipment granted by your background:
the Firebolt, Ray of Frost, Prestidigitation and Thunderclap a dagger
cantrips and the first level spells Burning Hands and Witch a spell casting focus (a cane, staff, wand or similar object)
Bolt. (a) an explorer's pack or (b) a scholar's pack
Class Features Spell Casting
As a Black Mage, you gain the following class features Level requirement and general description. See chapter 10 of
the PHB for the general rules of spellcasting and the end of
this document for the Black Mage spell list.
Hit Points
Hit Dice: 1d6 per Black Mage level Cantrips
Hit Points at 1st Level: 6 + your Constituion modifier At 1st level, you know 4 cantrips of your choice from the
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion Mage spell list. You learn additional Mage cantrips of your
modifier per Black Mage level after 1st choice at higher levels, as shown in the Cantrips Known
Proficiencies column of the Mage table.
Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light
Crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills:
30
Spell Slots Surecaster
The Black Mage table shows how many spell slots you have Beginning at the 18th level, you may spend 1 augmentation
to cast your spells of 1st level and higher. To cast one of these point to achieve an impregnable state of mind. You pass all
spells, you must expend a slot of the spells level or higher. concentration checks automatically for the next 10 minutes.
You regain all expended spell slots when you finish a long
rest.
Limitless Aether
Spells Known of 1st Level and Higher Beginning at the 20th level, you recover 3 augmentation
You know 2 1st-level spells of your choice from the Mage spell points after completing a short rest.
list. The Spells Known column of the Mage table shows when
you learn more Mage spells of your choice. Each of these
spells must be of a level for which you have spell slots. For Bringers of the end
instance, when you reach 5th level in this class, you can learn Unabated use of black magic lead to the downfall of the
one new spell of 1st, 2nd or 3rd level. Additionally, when you society in which black mages find their roots alongside the
gain a level in this class, you can choose one of the Mage white mage's overuse of white magic. Black Mages wield
spells you know and replace it with another spell from the incredibly destructive powers which set their world on a path
Mage spell list, which also must be of a level for which you to destruction once before, and careless use of this power
have spell slots. could do so again. A Destroyer specializes in explosive and
powerful magic, causing massive destruction wherever they
Spellcasting Ability go. An Inflictor is a black mage who uses enchantments and
The spellcasting ability for your Black Mage spells changes poison to cause a myriad of maleffects for their enemies,
depending upon the discipline you select. You use your spreading sickness to cripple their foes. A Void Soul black
Intelligence whenever a spell refers to your spellcasting mage has sought desperate measures to continue their
ability. In addition, you use your Intelligence modifier when studies which has led to the allowance of power directly from
setting the saving throw DC for a Black Mage spell you cast the void to course through their body.
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Destroyer
Intelligence modifier
Spell attack modifier = your proficiency bonus + your Destroyers are black mages who specialize in maximizing the
Intelligence modifier effects of their magic. Fires which burn hotter and ice which
freezes more deeply. The more powerful their spell effects,
Spellcasting Focus the happier they are. They adore casting magic, getting a
You can use a rod, cane, wand or other similar equipment as thrill watching the effects of their destruction on their foes.
an arcane focus (found in chapter 5 of the player's handbook) Expanded Spell List
for your Black Mage spells. Spell Level Spell
Ritual Casting 1st Ice Knife, Witch Bolt
You can cast any Black Mage spell you know as a ritual if that 2nd Aganazzar's Scorcher, Snilloc's Snowball Swarm
spell has the ritual tag.
3rd Flame Arrows, Sleet Storm
Magical Discipline 4th Fire Shield, Storm Sphere
At 1st level, you choose the discipline you belong to as a Black 5th Cone of Cold, Immolation
Mage. Destroyer, Inflictor, or Voidbound, all detailed at the
end of the class description. Your archetype choice grants you Augment Spell: Swift Casting
features at the 2nd, 6th, 10th and 14th level. Beginning at the 2nd level, when you cast a spell that has a
casting time of 1 action, you can spend 2 augmentation
Spell Augmentation points to change the casting time to 1 bonus action for this
Beginning at the 2nd level, you have learned how to augment casting.
your spells with extra effects. You have a number of
augmentation points as listed in the black mage class table. Residual Magic
Some features may require you to spend augmentation Beginning at the 6th level, you gain an inherent perception of
points. Your augmentation points return to the maximum lingering magical effects. You are able to sense past usage in
number after completing a long rest. a 30 ft. radius centered on you for up to 9 days after the spell
was cast. For each spell level the residual magic will linger 24
Ability Score Improvement hours. After which you will be unable to sense that spells
were cast at the location.
When you reach 4th level, and again at 8th, 10th, 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.

31
Augment Spell: Uncontrollable Power Void Soul
Beginning at the 10th level, when you cast a damaging spell, A void soul is a black mage who has gone to great lengths to
you may spend 1 augmentation point to release an extra blast increase their knowledge of destructive magic. Not unlike a
of fire, ice or lightning, dealing 1d6 of the fire, cold or warlock, a void soul has allowed energy from the void to pour
lightning damage per augmentation point spent. This bonus into their body, rather than borrowing from a patron. This
damage is applied to a single target. Beginning at the 14th path allows their strength to grow quickly and grant them
level this bonus damage is increased to 2d6. powerful spells, but at the same time suffer side effects few
Augment Spell: Devestating Force could anticipate.
Beginning at the 14th level, when you cast a damaging spell Expanded Spell List
you may spend 1 augmentation point during damage Spell Level Spell
calculation to reroll all damage dice which resulted in a 1.
You must use the resulting rolls. 1st Armor of Agathys, Arms of Hadar
2nd Cloud of Daggers, Phantasmal Force
Inflictor 3rd Hunger of Hadar, Vampiric Touch
Inflictors are experts at causing their foes a wide 4th Banishment, Evard's Black Tentacles
arrangement of negative effects and taking control of their
foes. From charms to curses, an Inflictor seeks to cause their 5th Contact Other Plane (Ritual), Dream
foes great misery as punishment for standing in their way.
Fiendish Augmentation: Abyssal View
Expanded Spell List Beginning at the 2nd level, you may spend 1 augmentation
Spell Level Spell point to gain Darkvision for 2 hours. You have superior vision
1st Charm Person, Hex in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it
2nd Blindness/Deafness, Enlarge/Reduce were dim light. You can't discern color in darkness, only
3rd Hypnotic Pattern, Slow shades of gray. Additionally, your eyes have taken on a gentle
4th Compulsion, Confusion but permanent red glow.
5th Geas, Modify Memory Fiendish Augmentation: Dark Hearted
Beginning at the 6th level, your skin has taken on an ashen
Augment Spell: Deep Suggestion discolouring and a dry, rough feeling. Your finger nails have
Beginning at the 2nd level, you may spend 2 augmentation become black and claw like. Your unarmed strikes now deal
points to gain advantage on enchantment spells you cast. 1d4 slashing damage and are considered a magical weapon.
You may spend 2 augmentation points to cause your skin to
Sharp Perception become rigid and tough like leather, raising your AC by 2 for
Beginning at the 6th level, you gain an inherent perception for 2 hours.
people who are under magical effects. When you intereact
with someone who is under the charm condition you Fiendish Augmentation: Magical
immediately recognize it. Conduction
Beginning at the 10th level, when you are damaged through
Augment Spell: Insistent Will magical effects, you may spend 2 augmentation points to
Beginning at the 10th level, when you must make a wisdom recover hit points equal to 1/4 of the damage you received.
saving throw, you may spend 1 augmentation point to roll Additionally, your body has grown a dark slender tail with a
with advantage. tough, leathery feel.
Augment Spell: Anguish Fiendish Augmentation: Black Wing
Beginning at the 14th level, you may spend 2 augmentation Beginning at the 14th level, magical, small black leathery
points to empower enchant spells you cast. The target wings sprout from your body and your teeth turn to jagged
creature makes a constitution save. On a failed save your fangs. You may spend 2 augmentation points to divert power
spell causes their body to undergo decay, dealing #d6 into your wings, causing them to grow significantly larger,
necrotic damage, where number is equal to your Intelligence with a wingspan equal to double your height. You gain the
ability modifier. ability to fly 60ft. when moving for 2 hours. Additionally, your
race has changed due to your connection with the void. You
have become a half-fiend, where the other half is your original
race.

32
Dark Knight
A man clad in heavy armor cleaves his way through the battle
field. An aura of darkness radiates out from him. His blows
are swift and sunder the foes' armor. His enemies turn and
run, claiming he is no man, but a demon.
Standing before a wounded citizen, a woman clad in ebony
holds out her hand towards the group of guards. She alone
stands between the corrupted enforcers and the innocent
soul. She chants in a lost tongue and a blast of dark energy
launches from her palm, striking a guard down.
Battered and bloodied, a man drags himself to his feet.
Armor dark as night, accented by his own blood, he feels
energy bursting forth from his body. Using his pain as a
weapon he strikes down the great beast before him before
falling to a knee.
It is a dark knight's freedom from the bounds of the law
which make these dark avengers so effective. Unconcerned
with what is lawful, a dark knight is concerned with what is
ethical in their view. Those who spread tyranny and injustice
best prepare for a visit from a dark knight who aims to set
things right.
Protecting the Meek
A Dark Knight is a knight who has taken up arms to serve the
downtrodden. They serve no lords or institutions, believing
no one is exempt from justice, no matter what their position
in society. They protect the commonfolk from not only
banditry and wild beasts, but from corrupt men who seek to
oppress them. In return, Dark Knights are often fed and
housed by those they protect, or rely upon bounty hunting
and raiding looters to support themselves.
Internal Darkness
When an adventurer chooses the path of a Dark Knight they
understand that they are renouncing their rights to be a
regular member of society. They belong to no society, acting
as paragons of justice who see no allegiance. To assist them
in their quest, Dark Knights are able to sacrifice their own life
force to power a well of darkness within themselves. They
cause themselves great pain and exhaustion in order to allow
dark power to course through their body which they harness
in a variety of ways.
Creating a Dark Knight
Dark Knights are natural adventurers, living outside the law
to see their goals to fruition. They may live within a remote
village protecting the inhabitants from bandits, while the
land's knights turn a blind eye to their plight, or they may
travel the world seeking out institutionalized injustice and
smiting it with violence. Dark Knights act on behalf of the
common folk, and do so not expecting praise nor admiration.
They are aware that they will not be celebrated in the history
books like Paladins would be. Instead they expect to be
demonized by history and happily accept this fact. One
seeking to become a Dark Knight must be introduced to it
through some means, be it an ancient tome with their rituals
recorded or a mentor to impart their knowledge.

33
Dark Knight
Level Proficiency Bonus Features Darkside Bonus Damage
1st +2 Well of Darkness, Darkside 1d4
2nd +2 Fighting Style, Dark Vision 1d4
3rd +2 Dark Knight Archetype 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack, Dark 1d6
6th +3 Archetype Feature 1d6
7th +3 Blood Price 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Damned Soul 1d6
10th +4 Soul Survivor 1d6
11th +4 Archetype Feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Mired Empathy 1d8
14th +5 Dirty Fighter 1d8
15th +5 Grasp of Darkness 1d8
16th +5 Ability Score Improvement 1d8
17th +6 Archetype Feature 1d10
18th +6 Consumed by Darkness 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Living Dead 1d10

Quick Build Equipment


You can make a Dark Knight quickly by following these You start with the following equipment, in addition to the
suggestions. First make Strength your highest ability score, equipment granted by your background
following with Charisma. Second take the Folk Hero (a) chain mail or (b) hide
background. (a) a martial weapon and a shield or (b) two martial
weapons
Class Features (a) a short bow and 20 arrows or (b) two daggers
(a) an explorer's pack or (b) a dungeoneer's pack
As a Dark Knight, you gain the following class features
Well of Darkness
Hit Points Beginning at the 1st level you discover a method to use your
Hit Dice: 1d10 per Dark Knight level own life force to invoke supernatural abilities. This is the
Hit Points at 1st Level: 10 + your Constituion modifier basis of your power as a Dark Knight and known as the Well
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution of Darkness. When using some spells and features, you may
modifier per Dark Knight level after 1st be required to spend Dark Knight level hit dice. These hit
Proficiencies dice replenish after a long rest as usual, but some features
Armor: All Armor, shields allow you to replenish hit dice through special actions.
Weapons: Simple and Martial Weapons When using abilities triggered through using your Well of
Tools: None Darkness that require the enemy to make a saving throw, the
saving throw is calculated as follows.
Saving Throws: Constitution, Charisma Dark Knight Spell DC = 8 + your proficiency modifier + your
Skills: Choose two from Athletics, Arcana, History, Insight, Charisma modifier.
Intimidation, Perception, Survival. When using spells which require you to make a ranged spell
attack, your spell attack modifier is calculated as follows.
Dark Knight Spell Attack Modifier = your proficiency
modifier + your Charisma modifier.

34
Darkside Extra Attack
Beginning at 1st level, you are able to tap into the powers of Beginning at 5th level, you can attack twice, instead of once,
your inner darkness. When you use your action to take the whenever you take the Attack action on your turn.
attack action, you can expend one hit die point to empower
your strike and all extra attacks, dealing additional damage. Blood Price
You must choose to invoke your Darkside before completing Beginning at the 7th level you have learned to turn your
the attack roll. The bonus damage can be found in the class suffering into fuel for your Well of Darkness. When you are
table above. struck by slashing, bludgeoning or piercing damage roll 1d12.
Dark Vision On a die result 10,11 or 12 you recover one hit die to your
Well of Darkness.
Beginning at the 2nd level, your body has become corrupted
by the darkness youre letting course through it, giving your Damned Soul
eyes a soft red glow and granting you superior vision in dark Beginning at the 9th Level, regardless of your alignment, you
and dim conditions. You can see in dim light within 60 feet of are identifiable by any effects which allow a creature to sense
you as if it were bright light, and in darkness as if it were dim evil. You can spend an action to use detect evil and good at
light. You can't discern color in darkness, only shades of gray. will.
Fighting Style Soul Survivor
Beginning at the 2nd level, you adopt a particular style of Beginning at the 10th level, on your turn you may use a bonus
fighting as your specialty, Choose one of the following action to mark a creature as a soul survivor. If the targeted
options. You can't take a Fighting Style option more than creature dies within the next round beginning at the time of
once, even if you later get to choose again. casting, you recover one hit die to your well of darkness. You
Defense may select a soul survivor once before requiring a short or
While you are wearing armor, you gain a +1 bonus to AC. long rest.

Dueling Mired Empathy


When you are wielding a melee weapon in one hand and no Beginning at the 13th level, you have gained an
other weapons, you gain a +2 bonus to damage rolls with that understanding of your inner darkness. Using this
weapon. understanding you are able to commune with another willing
creature, to gain an understanding of what causes them to
Great Weapon Fighting suffer at will. You place your hands on either side of their
When you roll a 1 or 2 on a damage die for an attack you head and focus, creating an empathetic link with the creature
make with a melee weapon that you are wielding with two which lasts as long as you maintain contact with the creature.
hands, you can reroll the die and must use the new roll, even You feel the emotions the creature feels which are causing it
if the new roll is a 1 or a 2. The weapon must have the two- distress, and something which looms large in its mind such
handed or versatile property for you to gain this benefit. as something it loves, hates or worries over.
You may expend two Well of Darkness hit dice to attempt
Protection to force your way into a creature's mind by casting the Detect
When a creature you can see attacks a target other than you Thoughts spell. The first saving throw of the Detect Thoughts
that is within 5 feet of You, you can use your reaction to spell is automatically successful. The target creature is left
impose disadvantage on the attack roll. You must be wielding with a headache dealing 1d4 psychic damage after a
a shield. successful attempt at forcing your way into their mind.
Dark Knight Archetype
At 3rd level, you choose which path of the dark knight to
follow. The Ebony Champion focuses on martial prowess, the
Abyssal Channeler focuses on using dark magic weaved into
their melee combat and the Hellbound uses their own pain
and suffering to unleash powerful attacks.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.

35
Dirty Fighter A Path Shrouded in Sorrow
Beginning at the 14th level, you have learned to incorporate A Dark Knight takes up their sword knowing full well that the
dirty tactics into your fighting style. When making an attack path they select will have harsh effects on their body and
of opportunity, you can expend a Well of Darkness hit die to mind. They know they will be viewed as villains and
focus your strike to a sensitive part of the body, forcing your monsters, while fighting to do the right thing. This
enemy to make a Constitution saving throw. On a failed save, understanding helps a Dark Knight select the path which they
the enemy is stunned until they begin their next turn. The walk. A fledging Dark Knight decides where to direct this
target must be a small or medium humanoid. unavoidable misery. An Ebony Champion walks the path of a
warrior, who will see countless battles, hardening themselves
Grasp of Darkness in the flames of war to become a peerless combatant. An
Beginning at the 15th level, you've become highly attuned to Abyssal Channeler looks inwards, taking note of the darkness
the dark thoughts in your mind. These thoughts help shield welling within them and learning to manipulate the raw life
your mind from outside trickery. You gain proficiency on force energy into powerful Dark Arts. A Hellbound Dark
Wisdom saving throws. Knight allows the darkness to run wild throughout their body,
causing pain to themselves to drag their enemies to hell with
Consumed by Darkness them.
Beginning at the 18th Level, you can no longer hide your Ebony Champion
attunement with your inner darkness from an observer. Your
skin has taken a sickly grey tint to it. You can expend a Well of Those who select the path of becoming an Ebony Champion
Darkness hit die to cast Circle of Death once. You may cast have focused on using their Well of Darkness to greatly
Circle of Death again in this way after completing a long rest. improve their martial prowess. They focus on capitalizing on
their Darkside to empower their strikes and fight with an
Living Dead endless fervor.
Beginning at the 20th level, you are able to give yourself over Plunge
to the abyss, allowing you to continue fighting long after you Beginning at the 3rd level, you can plunge. As an action, you
should fall. When you are reduced to 0 hit points, make a DC leap into the air using the momentum of your weapon,
10 constitution save. On a successful save, you instead fall to travelling a maximum distance equal to half your base
1 hit point and for a number of rounds equal to your charisma walking speed, landing adjacent to an enemy you can see. You
modifier, you cannot fall below 1 hit point. If you do not then make an attack against that enemy, dealing an extra 1d6
receive any healing during this time, you fall to 0 hit points at on hit. The extra damage increases to 2d6 at the 11th level
the end of the duration. This effect only occurs once, and 3d6 at the 17th level. You may plunge twice before
requiring a long rest to use it again. requiring a short rest.
Dread Bringer
Beginning at the 6th level, you are capable of causing a sense
of dread to wash over a target you can see within 10ft. of you.
Using a Well of Darkness hit die the creature must make a
charisma saving throw. On a failed save, the creature has
disadvantage on Charisma ability checks for 10 minutes. The
creature has no knowledge that you have acted upon them,
and believes their altered state is a natural result from your
presence.
Blood Weapon
Beginning at the 11th level, you are able to absorb energy
from enemies through your weapon. When you successfully
strike an enemy with your attack action and subsequent extra
attack, you may role 1d8. You recover hit points equal to the
result. On a 7 or 8 result, you recover a hit die to your Well of
Darkness.
Dark Survivor
Beginning at the 17th level, you have learned to channel the
abyss through your body to continue to fight. At the start of
each of your turns, you regain hit points equal to 5 + your
Constitution modifier if you have no more than half of your
hit points left. You don't gain this benefit if you have 0 hit
points. This healing does not count towards the effects of
Living Dead.

36
Abyssal Channeler Dark Arts
As an Abyssal Channeler, you have decided to focus on The Dark Arts list is presented in alphabetical order. If the
manipulating your Well of Darkness. Doing so allows you to magic requires a level, you must be that level in this class to
convert your own life force into powerful Dark Arts. learn the spell.
You know two Dark Arts at 3rd level, detailed in the Dark Abyssal Drain (17th Level Required). You can spend 6
Arts section below. You learn one additional Dark Art of your Well of Darkness hit dice to cast Contagion.
choice at the 6th, 11th and 17th level. Black Path. You can spend 3 Well of Darkness hit dice to
Casting Dark Arts. Using the dark magical energy from cast Misty Step.
within, you are able to cast spells. See chapter 10 for the Creeping Darkness. You can spend 3 Well of Darkness hit
general rules of spellcasting. To cast one of these spells you dice to cast Darkness.
use its casting time and other rules, but you don't need to Damning Curse. You can spend 3 Well of Darkness hit
provide material components for it. dice to cast Bane.
Once you reach the 6th level in this class, you can spend Dark Circle. You can spend 3 Well of Darkness hit dice to
additional Well of Darkness hit dice to increase the level of a cast Enthrall.
Dark Art that you cast, provided that the spell has an Dark Mind (11th Level Required). You can spend 4 Well
enhanced effect at a higher level. The spells level increases of Darkness hit dice to cast Hypnotic Pattern.
by 1 for each additional Well of Darkness hit die you spend. Dark Passenger (11th level Required). You can spend 4
The default casting level of these spells is at the lowest well of darkness hit dice to cast Lightning Bolt. It deals
possible level. necrotic damage.
The maximum number of Well of Darkness hit dice you Evil Eye. (17th Level Required). You can spend 6 Well of
can spend in this way (including the base cost and the Darkness hit dice to cast Scrying.
additional points you spend to increase the level) is Power Slash (6th Level Required). You can spend 4 Well
determined by your Dark Knight level, as shown in the Spells of Darkness hit dice to cast Elemental Weapon.
and Well of Darkness Points table. Reprisal. You can spend 2 Well of Darkness hit dice to cast
Hellish Rebuke.
Spells and Well of Darkness Hit Dice Salted Earth (11th Level Required). You can spend 4
Dark Knight Levels Maximum Hit Dice for a Spell Well of Darkness hit dice to cast Hunger of Hadar.
Shadow Skin (6th Level Required). You can spend 2 Well
6th-8th 4 of Darkness hit dice to cast Resilience on yourself.
9th-12th 5 Scourge. You can spend 2 Well of Darkness hit dice to cast
Hex.
13th-16th 6 Shadow Wall (17th Level Required). You can spend 6
17th-20th 7 Well of Darkness hit dice to cast Wall of Force.
Soul Eater (11th Level Required). You can spend 4 Well
of Darkness hit dice to cast Vampiric Touch.
Unleashed. You can spend 2 Well of Darkness hit dice to
cast Arms of Hadar.
Unmend. You can spend 2 Well of Darkness hit dice to cast
Magic Missile.

37
Hellbound
A Hellbound Dark Knight has learned how to turn the
suffering they experience at another's hands into a tool for
destruction. They specialize in using this pain and redirecting
it into weapons to use against their foes.
Adversity
Beginning at the 3rd level, you have learned how to channel
the damage you sustain through your body, and turn that
suffering into power. As you get closer to death, you become
more powerful. You receive a bonus to your attack and
damage rolls depending on your current hit points. The
bonus remains active as long as your health is below a certain
threshold. This bonus changes as you sustain more damage
but do not stack with each other. Beginning at the 3rd level,
when your hit points are below 75% of your maximum hit
points, you receive a +1 bonus to your attack and damage
rolls. At the 6th level this you unlock your next pain threshold,
when your hit points are below 50% of your maximum hit
points this bonus is increased to +2. At the 11th level you
have mastered Adversity, unlocking the final threshold, when
your hit points falls below 25% of your maximum hit points,
the bonus is increased to +3.
Adversity Bonus Scaling
Dark Knight Level Hit Point Threshold Bonus
3rd 75% of your maximum hit points +1
6th 50% of your maximum hit points +2
11th 25% of your maximum hit points +3

Dark Nebula
Beginning at the 6th level, you have learned how to sacrifice
your own life force and channel it through your weapon.
Using your action you can cast Dark Nebula. You swing your
weapon unleashing the energy in a wave of dark murky
energy in a 30ft cone. All creatures hit by the wave make a
Dexterity saving throw, taking half the damage on a
successful save. Damage details below.
Dark Nebula Scaling
Dark Knight Level Damage to self Damage
6th 2d4 4d6 necrotic damage
11th 3d4 5d6 necrotic damage
17th 4d4 6d6 necrotic damage

Hell Link
Beginning at the 11th level, your self-destructive way of life
has led to your ability to communicate in supernatural ways.
You are able to cast the Speak with Dead or Tongues spells.
You may cast these spells twice, uses refreshing after a long
rest.
Unbridled Rage
Beginning at the 17th level you allow your inner darkness to
run wild. When you cast Dark Nebula, you may expend one
Well of Darkness hit die to cast Dark Nebula a second time.

38
Dragoon
The earthshaking roar of a dragon echoes across the battle
field. Beating its wings furiously, the beast swoops down from
the sky. A man clad in scale mail leaps high into the air and
plunges down onto the creature's back, driving his spear into
its spine, forcing the creature to the ground.
A woman stands among the chaos of war. She rushes down
an opponent, striking with the ferocity of a dragon. Those
who stood against her that day claim to have seen a dragon
sweep the area with its fiery breath, rather than simply a
woman with a longarmed weapon.
Grinning excitedly a young man jumps high into the air
laughing. He has left the path of war to perfect his mastery of
the sky. When he reaches the peak of his jump, he sprouts
spectral wings and flies off into the distance.
These fearless warriors stand against dragons, demons,
fiends and any other threats who would raise a hand against
their homelands. Dragoons use their command of both the
sky and ground to strike down their foes with deadly strikes.
Dragon's Bane
The Dragoon was a soldier born out of need in a distant land.
Their homeland has been locked in a war against dragonkind
for hundreds of years, leading to their soldiers to specialize in
battling back against dragons. Their most notable ability is
the Dragoon jump, which is powered by a magical gem each
Dragoon receives upon completing their basic training.
Scourge of the Sky
The Dragoons have been blessed with the ability to soar high
into the air like those they have taken up arms to destroy.
These warriors are able to crash down from the sky using
their weapons and body weight to drive any skyborn into the
ground, or cause great damage to those already on land.
Wings will not grant you safety from a Dragoon.
Creating a Dragoon
When creating a Dragoon, consider what brought them down
the path of a specialized knight. They may have shown a
certain aptitude which allowed them to become a dragoon
with ease, or perhaps were born into the role due to the
history of their homeland. A dragoon may have decided upon
this path due to the stories of famed dragoons of legends,
hoping to become as powerful and respected as the knights
they had heard about while they were growing up.
Consider why a Dragoon would choose to head out on an
adventure. Are they seeking a specific dragon, hoping to slay
an enemy of their nation? Could your dragoon have
unfinished business with a dragon from their past?
Sometimes a dragoon may set out for the sake of journeying
around the land.
Quick Build
You can make a Dragoon quickly by following these
suggestions. First make Strength your highest ability score,
following with Dexterity. Second take the Soldier
background.

39
Dragoon
Level Proficiency Bonus Features Available Jump Casts
1st +2 Fighting Style, Jump 2
2nd +2 Dive 2
3rd +2 Dragoon Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Respected Presence 4
7th +3 Phlebotomize 4
8th +3 Ability Score Improvement 4
9th +4 Dragoon Archetype Feature 4
10th +4 Blood for blood 4
11th +4 Keen Flurry 5
12th +4 Ability Score Improvement 5
13th +5 Dragoon Archetype Feature 5
14th +5 Invigorate 5
15th +5 Disembowel 5
16th +5 Ability Score Improvement 5
17th +6 Dragoon Archetype Feature 6
18th +6 Skewer 6
19th +6 Ability Score Improvement 6
20th +6 One with the Sky 6

Class Features Fighting Style


As a Dragoon, you gain the following class features Beginning at the 1st level, you adopt a particular style of
fighting as your specialty, Choose one of the following
Hit Points
options. You can't take a Fighting Style option more than
once, even if you later get to choose again.
Hit Dice: 1d10 per Dragoon level
Hit Points at 1st Level: 10 + your Constituion modifier Dueling
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution When you are wielding a melee weapon in one hand and no
modifier per Dragoon level after 1st other weapons, you gain a +2 bonus to damage rolls with that
Proficiencies weapon.
Armor: Light and Medium armor.
Weapons: simple weapons, martial Weapons Great Weapon Fighting
Tools: None When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
Saving Throws: Strength, Dexterity hands, you can reroll the die and must use the new roll, even
Skills: Choose two from Animal Handling, Athletics, if the new roll is a 1 or a 2. The weapon must have the two-
Acrobatics, History, Nature, Perception, Religion, Survival. handed or versatile property for you to gain this benefit.
Equipment
You start with the following equipment, in addition to the Two-Weapon Fighting
equipment granted by your background When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
(a) scale mail or (b) leather armor
(a) a martial weapon or (b) two spears
(a) a short bow and 20 arrows or (b) two hand axes
(a) an explorer's pack or (b) a dungeoneer's pack

40
Jump Phlebotomize
Beginning at the 1st level you are able to call upon the power Beginning at the 7th level, your attacks have the potential to
of the Dragoon to greatly increase your jumping ability. You cause profuse bleeding in your targets, greatly weakening
are able to cast the jump spell on yourself. You may cast Jump your enemies using deep piercing blows. When you make
on yourself in this way multiple times, the number is shown your attack roll, on a die roll result is equal to or above 15, you
in the class table. This does not provoke an attack of cause a grievous wound resulting in excessive bleeding. The
opportunity. Your expended uses are recovered after a short creature makes a constitution saving throw using the Dive
or long rest. Whenever you jump, it is considered to have a DC number. On a failed save, the target creature receives 1d8
running start, even from a stationary position. extra damage of the same type as the weapon used, and half
as much on a successful save. This bonus damage is
Dive increased to 2d8 at the 13th level.
Beginning at the 2nd level you are able to Dive. Using your Blood for Blood
action, you are able to jump and dive ontop of a target
creature while under the effects of the spell jump. You leap Beginning at the 10th level, you are able to use imbue
high into the air and your target makes a Dexterity saving yourself with a bloodlust. Using a bonus action on your turn
throw. On a failed save the creature receives damage from you are able to activate blood for blood. Blood for blood lasts
both your basic weapon attack, bonus damage equaling 1d6 for a number of rounds equal to your strength ability modifier.
and is knocked prone. This bonus damage is increased to While under the effects of blood for blood, your melee
2d6 at the 5th level, 3d6 at the 11th level and 4d6 at the 18th weapon attacks deal a bonus 1d8 damage, but damage rolls
level. On a successful save, the creature receives half as much against you deal an additional 1d6 damage.
damage and is not knocked prone. You deal an extra 1d6
damage if using a 2 handed or versatile melee weapon Keen Flurry
wielded with two hands. You finish your dive in a space of Beginning at the 11th level, you are able fight defensively
your choice directly beside the creature. This does not using your weapons to keep your opponent at bay. When your
provoke an attack of opportunity. opponent takes the attack action, if the result of their attack
Dive DC = 8 + your proficiency modifier + your Strength roll is below 10, they have disadvantage on attacks against
modifier. you for a number of rounds equal to your dexterity modifier.
Dragoon Archetype
At 3rd level, you select the focus of your training as a dragoon. Invigorate
Some dragoon may choose to follow the true path of a Beginning at the 14th level, when you make an ability check,
dragoon, focusing on slaying dragons and achieving the if your die roll result is below 10 you may reroll the dice once.
moniker of Dragon Slayer. Others may focus on channeling You must use this new result. You may do this three times
the power of dragons into their bodies and fight with their before requiring a long rest.
power, known as a Dragon Heart. Some Dragoons may turn
away from their focus on dragons and go on to become Disembowel
Valkyries, warriors who seek to rule the sky and land.
Beginning at the 15th level, your attacks have the potential to
Ability Score Improvement maim your enemies. When you make your attack roll, on a die
roll result equal to or above 17, you cause a internal damage
When you reach 4th level, and again at 8th, 12th, 16th, and to your target. The creature makes a constitution saving
19th level, you can increase one ability score of your choice throw using the Dive DC number. On a failed save, all attacks
by 2, or you can increase two ability scores of your choice by on the target have advantage for a number of rounds equal to
1. As normal, you can't increase an ability score above 20 your strength modifier.
using this feature.
Skewer
Extra Attack Beginning at the 18th level, your attacks have the potential to
Beginning at 5th level, you can attack twice, instead of once, devastate your opponent's defenses. When you make your
whenever you take the Attack action on your turn. attack roll, on a die roll result equal to or above 19, you
skewer your target. The creature makes a constitution saving
Respected Presence throw using the Dive DC number. On a failed save, the
Beginning at the 6th level, friendly creatures who know of creature has disadvantage on all strength, dexterity and
Dragoons and are aware of your identity as a Dragoon are constitution saving throws for a number of rounds equal to
impressed by you. You receive advantage on charisma ability your strength modifier.
checks and on Investigation checks when interacting with
such creatures. One with the Sky
Beginning at the 20th level, when you roll for initiative and
have no Jump casts remaining, recover 2 Jump casts.

41
Echoes of the Dragonsong
Dragoons are a remnant and living memory of the
Dragonsong War. They came to prominence during the war
against dragonkind by their fore bearers. Dragoons
specialized in battling the ferocious beasts and overtime
channeled their power into their own fighting style. Some
Dragoons came to specialize in laying dragons low, ending
their lives, while others learned to harness their power. Some
turned from dragons altogether, and focused on their ability
to take to the skies and explore the world unlike any who had
come before them.
Dragon Slayer
A Dragoon who has chosen to focus on the utter destruction
of dragon kind begins to walk the path of a Dragon Slayer.
This class of Dragoon excels at combating all manner of
dragons, having a rich knowledge of their foes, and the
strategies needed to defeat them. Their combat abilities
evolve around pinpointing the weaknesses of dragons and
laying them low.
Elusive Jump
Beginning at the 3rd level, when you are the target of an
attack, as a reaction you may spend an available Jump cast to
perform an Elusive Jump. This allows you to leap directly
away from the attack up to half your total base walking speed
while evading the attempted attack roll. This movement does
not provoke attacks of opportunity unless you collide with an
enemy creature. For rounds equal to your dexterity modifier,
enemies have disadvantage on attack rolls against you.
Knowledge from Blood
Beginning at the 9th level, you have gained a wealth of
knowledge about dragons. You have proficiency in History,
Nature and Perception checks when the check directly
involves a dragon, and you add the Draconic language to your
known languages.
Spineshatter Dive
Beginning at the 13th level, you are able to perform a
Spineshatter Dive. When you perform the Dive feature, your
target must make an additional Constitution save DC. On a
failed save, the creature is stunned for a number of rounds
equal to your strength modifier. You may only invoke the
effects of Spineshatter Dive once per long rest.
Life Surge
Beginning at the 17th level, you may force the activation of
Phlembotomize, Disembowel and Skewer on a successful
attack role. You may only activate this ability once per long
rest.

42
Dragon Heart Valkyrie
Some Dragoon come to be known as Roaring Hearts. These A Valkyrie is a dragoon who has strayed from the path of
dragoon have taken traits of the dragon into their fighting dragon slaying, opting to become a warrior who has mastered
style, along with performing rituals to become closer to their land and aerial combat. Valkyries are known for their
enemies and to harness their abilities. They have gained an incredible jumping abilities, allowing them to further deepen
understanding of dragon's and are capable of unleashing their the myths which surround Dragoons, flying like those they
ferocity upon their foes. original had pledged to destroy.
Power Surge Crescent Moon Strikes
Beginning at the 3rd level, when you use the Dive feature, you Beginning at the 3rd level, when you use your attack action, if
may choose to impose disadvantage on your target at will there is a creature directly beside your target, you may roll a
before you roll the dexterity check. You may do twice per long second attack roll for that creature as a bonus action. You do
rest. not receive a proficiency or ability modifier bonus on this
attack. This does not apply to extra attacks.
Blood of the Dragon
Beginning at the 9th level, as a bonus action you may activate High Jump
Blood of the Dragon. For a number of rounds equal to your Beginning at the 9th level, your Jump spell becomes more
strength modifier, you gain advantage on your attack rolls. potent. You may now jump quadruple your maximum
You may activate the Blood of the Dragon once per short rest. jumping height. Additionally your Dive attacks deal a bonus
1d6 damage.
Wheeling Thrust
Beginning at the 13th level, while Blood of the Dragon is Flight of the Dragoon
active, you may use your attack action to use Wheeling Beginning at the 13th level, you are able to expend two
Thrust. Make your attack roll without proficiency or ability available jump casts to cast the fly spell on yourself. When
modifier bonuses. If you hit, extend the duration of Blood of you do so, an ethereal pair of dragon's wings sprout from your
the Dragon by 1d4 rounds. back. When you choose to dive while your wings are
available, your fly spell does not end. You may cast the Fly
Geirskogul spell once per long rest.
Beginning at the 17th level, while Blood of the Dragon is
active, you can use your attack action to unleash a strike Dragonfire Dive
which emulates a dragon's fire. All creatures in a 30ft. line Beginning at the 17th level, you are able to perform a
which is 5ft. wide. must make a dexterity saving throw using Dragonfire Dive. When you use your dive action, you may
the Dive DC. All creatures affected receive 5d6 force damage enshroud yourself in flames and strike down with much
on a failed save and half as much on a successful one. You greater force. All enemies within a 20 ft. radius of your target
deal an extra 1d6 force damage when wielding a 2 handed or are all subject to the effects of the dive. The bonus damage of
versatile melee weapon wielded with two hands. You may use your dive is replaced and now your dive inflicts bonus 5d6 fire
Geirskogul once every five rounds of combat, or after a short damage and half as much on a failed save to all targets within
rest. the area. You deal an extra 1d6 fire damage when wielding a
2 handed or versatile melee weapon wielded with two hands.
You may use your Dragonfire Dive once per short rest.

43
Machinist
A woman stands before a group of goblins. Negotiations have
broken down and the goblins have drawn their blades. Before
they can take a step towards her, she unleashes a lethal bullet
from her pistol, laying their leader low, causing the others to
retreat in fear of this unknown weaponry.
Carefully, an exhausted machinist puts the finishing
touches on their newest creation. They flip the switch and the
small tower shaped machine takes flight. It receives its
commands and a tiny pistol lets loose a bullet destroying the
target. A smile spreads across the master tinkerer's face.
The grinding gears of the clockwork construct click away
as it follows its master onto the battle field. The machinist
commands their mammet to rush the battlefield. Unwavering
the small solider dashes forward, striking out with it's
specially crafted blade.
Machinists have spent many hours in the workshop to
progress the art of war. From the creation of firearms, to the
production of mechanical constructs for the battle field, the
machinist ensure the gears of war continue to turn ever
efficiently.
Forefront of Innovation
A Machinist is an incredibly skilled artisan who has decided
to push the boundaries of current technology and has
managed to do so successfully. They are capabable of
building a wide variety of machines and firearms which they
use to overwhelm enemies of their homes through sheer
efficiency. Those who welcome a Machinist to live within
their city will be granted the boons of a true genius.
In the name of Advancement
When a Machinist completes their new arms and weapons,
there are few in the world who are able to use them. For that
reason, it falls upon the Machinist themself to head out into
the world to field test their creations. From the deadliest of
rifles to the fastest motorized vehicles, the Machinist must
push their creations to their limit and continue to modify
them. As adventurer's this is the drive of a machinist, to test
their equipment and rework it on a long journey in the name
of science and innovation.
Creating a Machinist
When creating a machinist you must keep in mind why they
may be heading out on their adventure. Is your machinist
field testing their inventions, or seeking inspiration to create
even more intricate machines? Perhaps they are on a journey
to make the world a better place by bestowing their creations
for the common man. A Machinist has the most advanced
technology at their finger tips and are using that technology
to make life more efficient. Another possibility is their natural
curiousity has taken hold and your character may just be
setting out on the journey for the sake of it.
Quick Build
You can make a Machinist quickly by following these
suggestions. First make Dexterity your highest ability score,
following with Intelligence. Second take the Guild Member
background.

44
Machinist
Level Proficiency Bonus Features
1st +2 Suppressive Fire
2nd +2 Technical Support
3rd +2 Machinist Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Archetype Feature
7th +3 Trapper
8th +3 Ability Score Improvement
9th +4 Open Road
10th +4 Explosive Exoertise
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Graze
14th +5 Combat Roll
15th +5 Ricochet
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Midas Touch
19th +6 Ability Score Improvement
20th +6 Hypercharge

Class Features Firearms


As a Machinist, you gain the following class features Information on Firearms is available in the Dungeon Master's
Guide. The relevant information will be included in Appendix E
Hit Points for ease of access.
Hit Dice: 1d8 per Machinist level
Hit Points at 1st Level: 8 + your Constituion modifier Suppressive Fire
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Machinist level after 1st Beginning at level 1, when you ready an attack action, you do
Proficiencies
not use your reaction when you launch your attack.
Armor: Light armor. Technical Support
Weapons: Simple weapons, Pistols, Hunting Rifles,
Revolvers, Muskets Beginning at the 2nd level, you are able to use your artisan's
Tools: Two sets of Artisan's Tools. tools to disarm mechanical traps.
Saving Throws: Dexterity, Intelligence Machinist Archetype
Skills: Choose two from Athletics, Arcana, History, Insight,
Intimidation, Perception, Survival. At 3rd level, you choose which area of inventing you wish to
pursue. The Tinkerer focuses on the creation and innovation
Equipment of automated turrets. The marksman focuses on the usage of
You start with the following equipment, in addition to the firearms, becoming a deadly shot. The mammeteer focuses
equipment granted by your background on the production of a mechanical puppet which assists them
(a) leather or (b) hide in battle,
(a) a pistol or (b) a dagger
(a) a musket
(a) an explorer's pack or (b) a dungeoneer's pack

45
Ability Score Improvement Combat Roll
When you reach 4th level, and again at 8th, 10th, 12th, 16th, Beginning at the 14th level, during battle you are able to
and 19th level, you can increase one ability score of your perform a combat role. When you are targeted by an attack,
choice by 2, or you can increase two ability scores of your you may use your reaction to impose disadvantage on the
choice by 1. As normal, you can't increase an ability score attack and move 5ft. to an open space without provoking an
above 20 using this feature. attack of opportunity.
Extra Attack Ricochet
Beginning at 5th level, you can attack twice, instead of once, Beginning at the 15th level, you may spend your reaction to
whenever you take the Attack action on your turn. perform a ricochet shot if you are attacking with a firearm.
Upon landing a successful attack, make an attack roll for
Trapper another enemy within 5ft. of your target.
Beginning at the 7th level, you are able to use your artisan Midas Touch
tools to build mechanical traps. Additionally, you have
advantage when making a perception check while seeking Beginning at the 18th level, you are able to perform quick
traps and can rearm traps you find within a dungeon. repairs in an instant to your creations. During battle you can
return a destroyed mammet or turret to working order by
Open Road spending two turns working on it. Upon completion, your
Beginning at the 9th Level, you have gained the knowledge creation is left with 10 hit points. Additionally, your Guass
required to build a simple motorized vehicle, a scooter. At the Barrel may be returned to working order in this way.
cost of 750gp, you are able to build one scooter. Your scooter Hypercharge
allows your to travel at a fast pace without suffering the
effects of exhaustion. Your scooter may carry two medium Beginning at the 20th level, you are able to cause your
sized creatures or one large sized creature. While stationhary creations to hypercharge for a number of rounds equal to
the scooter has an AC of 10, adding the Dexterity modifier of your Intelligence modifier. The proficiency bonus to your
the rider to its AC when mounted. Your scooter has 60 hit creation's attack and damage rolls is doubled. Your attacks
points before requiring repairs. using the guass barrel do not count against its uses before
maintenance. You may use hypercharge once before requiring
Explosive Expertise a long rest.
Beginning at the 10th level, you have learned how to build
and use a Wildfire explosive device. At the cost of 150gp you Master of Metal
can build one Wildfire grenade. As an action you may throw A Machinist has dedicated their life to the study and
the Wildfire device with a range of 60ft. Each creature within production of great mechanical creations. May these
20 feet of an exploding Wildfire device must make a DC 15 machines be marvels of architecture, innovation or war, a
Dexterity saving throw, taking 5d6 fire damage on a failed Machinist is on the fore front of progress.
save, or half as much damage on a successful one. Only you
can activate the device.
Marksman
Graze You have decided to focus on your marksmanship, greatly
Beginning at the 13th level, you are able to target your ranged improving your ability to fight in the field.
attacks to cause negative effects on your target. Using your Golden Eye
bonus action, you can empower your next shot to target a Beginning at the 3rd level, you have designed and
limb causing different effects. If your attack lands, your target manufactured a pair of goggles which greatly assist your
must make a Dexterity saving throw DC = 8 + proficiency perception. While wearing these goggles, you have
bonus + Dexterity modifier or fall under the targetted effect. proficiency on sight based perception checks, can see up to 4
This effect lasts until your next action where applicable. miles in clear conditions and suffer no penalty for ranged
Graze Effects attacks made at long range.
Limb Effect
Quick Reload
Head Stunned Beginning at the 6th level, ranged weapons you use lose their
Heart Frightened loading property. Additionally when you roll initiative you may
Arm Disarmed
make one attack roll against a target.
Leg Prone Gauss Barrel
At the 11th level, you have developed the Gauss Barrel. While
equipped to a firearm, you may use your bonus action to gain
advantage on a ranged attack with that firearm. Your Guass
Barrel may only fire 3 shots before requiring maintenance
during a short rest.

46
Sniper You operate your mammet via a one handed controller. It
Beginning at the 17th level, when you land a critical hit, the takes its turn on your initiative, though it doesn't take an
damage is tripled. You score a critical hit on a die result 19 or action unless you command it to. On your turn, you can
20. command your mammet where to move (no action required
by you). You can use your action to verbally command it to
Tinkerer take the Attack, Dash, Disengage, Dodge, or Help action.
Once you have the Extra Attack feature, you can make one
Your studies have shifted from fire arms and traps to a more weapon attack yourself when you command your mammet to
intriguing pursuit. You have decided to focus your efforts on take the Attack action.
the production of miniature turrets. These turrets come in You manage to build your first mammet without cost, but
many shapes and sizes and serve specific purposes. rebuilding your companion will cost 300gp. You may only
have one mammet companion at a time.
Automated Rook Turret
Beginning at the 3rd level, you have completed your newest Upgrade
creations, the Automated Rook and Bishop Turrets. You may Beginning at the 6th level, and again at the 11th and 17th
use your action to deploy a Turret within 30ft. of your levels, you select an upgrade from the proceeding list to add
position. to your mammet.
Archer's Upgrade. You build a custom made crossbow for
Sensory Input your Mammet. Your Mammet gains proficiency with the hand
Beginning at the 6th level, you have developed a head piece crossbow and is equipped with one.
which allows you to see what the turret's camera perceives Barbaric Upgrade. Your Mammet gains an extra 5 hit
and hear what the turret is able to hear. points for each of your Machinist levels.
Bardic Upgrade. You upgrade your Mammet so that it
Efficient Output gains some spell casting ability. It's Charisma raises by one.
Beginning at the 11th level, your turrets fire twice when you Select a bard cantrip and a 1st-level bard spell. Your mammet
command them to take the attack action. Additionally, they may cast its bard spell twice before requiring a long rest. The
produce no sound. spells use the mammet's Charisma as its spell casting ability.
The spell casting DC = 8 + your proficiency bonus and the
Promoted spell attack bonus is your proficiency bonus. At the 11th level
Beginning at the 17th level, your turrets hit points become your mammet may cast this spell at the 2nd-level and at the
equal to four times your machinist level. 17th level your mammey may cast this spell at the 3rd-level.
Fighter Upgrade. You upgrade your mammet's blade. Your
Turret Usage Mammer Blade action now deals 1d8+1 slashing damage.
Add your proficiency bonus to the turret's AC, attack and Magus Upgrade. You upgrade your mammet to allow it to
damage rolls. You may use a bonus action to recall your turret.
invoke a certain spell. Select one cantrip and one 1st-level
spell from the wizard spell list. Your mammet may cast this
You may not deploy more than one turret at once. When your
spell twice before requiring a long rest. The spells use the
turret reaches 0 hit points it loses power. You may spend 8 mammet's Intelligence as its spell casting ability. The spell
hours repairing it. If your turret has more than 0 hit points, you casting DC = 8 + your proficiency bonus and the spell attack
may repair it for 1d8 hit points during a short rest, or to full hit bonus is your proficiency bonus. At the 11th level your
points during a long rest. mammet may cast this spell at the 2nd-level and at the 17th
You can use your action to verbally command it to take the level your mammet may cast this spell at the 3rd-level.
Attack, Dash, Disengage, Dodge, or Help action. Once you
Paladin Upgrade. Your Mammet gains the ability to use a
shield. You create a custom shield for your mammet and
have the Extra Attack feature, you can make one weapon
equip it, raising its AC by 2.
attack yourself when you command your turret to take the
Attack action. Synchronous Movement
Beginning at the 6th level, on any of your turns when your
Mammeteer mammet doesn't attack, you can use a bonus action to
command the mammet to take the Dash, Disengage, Dodge
The Technician has focused their studies on the creation of or Help action on its turn.
autonomous creations known as Mammets.
Battle Hardened Puppet
Clockwork Companion Beginning at the 11th level, your mammet can make two
Beginning at the 3rd level, you have mastered the creation of attacks when you command it to use the Attack action.
mammets. You have spent a great amount of time and effort
building your companion, a metal guardian who will Autonomy
accompany you to the ends of the earth. Add your proficiency Beginning at the 17th level, your mammet has become highly
bonus to your mammet's AC, attack rolls, and damage rolls, sophisticated. It gains its own action to use during your turn
as well as to any saving throws and skills it is proficient in. Its and does not require commands from you to act.
hit point maximum equals its normal maximum or four times
your Machinist level, whichever is higher.

47
Way of Rhalgr - Monk Archetype
Those who are students of the Fist of Rhalgr are monks from
a distant realm. They spend their days worshiping their god
Rhalgr, the god of destruction within their pantheon. To the
monks who specialize in the Fist of Rhalgr style, to achieve
perfection in martial prowess is the greatest veneration to
Rhalgr.
The monks of this powerful style focus on opening chakra
gates within themselves and achieving a phenomenon they
refer to as Greased Lightning. This state of flow occurs as a
Monk strings their blows together into long flowing
combinations usually finishing off with a destructive strike in
Rhalgr's honour.
Greased Lightning
Beginning at the 3rd level, you can benefit from Greased
Lightning. Your onslaught of attacks has reached deadly
efficiency, allowing you to enter a state of flow. If you use
flurry of blows and successfully attack your target with both
unarmed attacks, you may make an attack roll for one more
unarmed attack.
Touch of the Elements
Beginning at the 6th level, you have learned a variety of
elemental attunements which dictate your day. When you
complete a long rest you may select one of the following
boons. You receive the benefits of that element until you next
complete a long rest. You may only change your selected
benefit after a long rest.
Hands of Earth.You gain proficiency in your wisdom
ability checks which you do not already have proficiency in.
You may choose to change the damage of your unarmed
strikes to poison for the purposes of overcoming resistance
and immunity to nonmagical attacks and damage.
Hands of Wind.You gain proficiency in your dexterity
ability checks which you do not already have proficiency in.
You may change the damage of your unarmed strikes to
lightning for the purposes of overcoming resistance and
immunity to nonmagical attacks and damage.
Hands of Fire.You gain proficiency in your strength ability
checks which you do not already have proficiency in. You may
change the damage of your unarmed strikes to fire for the
purposes of overcoming resistance and immunity to
nonmagical attacks and damage.
Howling Fist. You crash your fist into the ground with
Forbidden Chakra tremendous force, causing a shockwave of Ki powered
Beginning at the 11th level, you have gained a significant explosions to travel in a 15ft. line in front of you. Affected
understanding of the Fist of Rhalgr style. After connecting creatures make a dexterity saving throw, receiving 4d8 fire
with a successful Greased Lightning strike, you may spend 2 damage on a failed save and half as much on a successful
Ki points to deliver a powerful blow. save.
Dragon Kick. A leaping corkscrew kick aimed at the Tornado Kick. You leap into the air and deliever a series of
target's head, dealing 2d8 bludgeoning damage. The target swift but powerful kicks to your target creating a small
must make a constitution saving throw, on a failed save, your localized tempest. The creature makes a strength saving
attacks have advantage against that target for a number of throw receiving 4d8 bludgeoning damage on a failed save and
rounds equal to your Wisdom modifier. are knocked back 10ft, and half as much on a successful save,
Elixir Field. You leap into the air above your target and with no knockback.
unleash a wave of Ki energy downwards, suspending yourself
in the air as you burn all creatures within a 10ft. radius Perfect Balance
centered on you with raw energy. Affected creatures make a Beginning at the 17th level you may use any of the abilities
dexterity saving throw, receiving 4d8 radiant damage on a offered by the Forbidden Chakra feature at any time at the
failed save and half as much on a successful save. cost of 2 extra Ki points. You may only do this once per long
rest.

48
Ninja (Rogue Archetype)
You have chosen to study the art of the ninjas of Doma. These
talented fighters have learned to channel the power from the
world around them, the heavens, the earth and the hearts of
man through the use of mudras or hand gestures. These
traditional arts are passed down from master to student,
father to son and mother to daughter. Their secrets are
closely guarded by the practitioners.
Each mudra carries meaning. The Ten mudras draws
power from the heavens, while the Chi mudra draws power
from the earth. Jin completes the triangle, drawing power
from the hearts of man. Together, these mudras allow the
ninja to draw power from the world they live in.
Shukuchi
Beginning at the 3rd level you have learned the secrets of
shukuchi. You instantaneously travel a maximum distance of
5ft. per rogue level. You may travel over gaps in the ground,
but cannot scale walls using shukuchi. At the 13th level you
leave behind an optional 15ft. cube of smoke. You may only
use shukuchi when you make a hide ability check or while
hidden. You must expend one use of your Ten mudra to use
shukuchi.
Ninjutsu
As an action, you may cast ninjutsu by combining mudra
together. Beginning at 3rd level you gain access to the mudra
'Ten'. At 9th level you gain access to the mudra 'Chi', and at
13th level you gain access to the mudra 'Jin'. You may use
each mudra a number of times equal to half your rogue level
rounded down.
Ninjutsu
Ninjutsu Combination
Fuma Any single mudra
Shadon Any single mudra
Katon Any mudra and Ten
Raiton Any mudra and Chi
Hyoton Any mudra and Jin
Huton One of each of the mudras
Doton One of each of the mudras
Suiton One of each of the mudras

Trick Attack
Beginning at the 13th level you are able to perform a trick
attack. When you attack an enemy with a sneak attack, you
may expend one use of each mudra to perform a trick attack.
On a successful attack roll, the target becomes vulnerable
causing all attack rolls to have advantage against that
creature for one round, beginning after your action.
Kassatsu
Beginning at the 17th level, once a day as a bonus action,
after using a ninjutsu you may use a second ninjutsu which
requires one fewer mudra. Kassatsu refreshes after a short
rest.

49
Ninjutsu Spell List
Intelligence is the spell modifier for the following abilities.
The spell casting focus for these spells is the caster's hands
forming the required mudras. Spells cast through ninjutsu
are cast at their base level. To cast ninjutsu at a higher spell
level, you may spend the required mudra for the ninjutsu
again to increase the spell level by one. You may spend mudra
to increase the casting level to a maximum of the 9th level.
Fuma
Performing the Fuma ninjutsu allows you to cast the Ice
Knife spell.
Shadon
Performing the Shadon ninjutsu allows you to cast the
Darkness spell.
Katon
Performing the Katon ninjutsu allows you to cast the Fireball
spell at half the maximum range.
Raiton
Performing the Raiton ninjutsu allows you to cast the
Lightning Bolt spell at half the maximum range.
Hyoton
Performing the Hyoton ninjutsu allows you to cast the Ice
Storm spell at half the maximum range.
Huton
Performing the Huton ninjutsu allows you to cast the Haste
spell on yourself.
Doton
Performing the Doton ninjutsu allows you to cast the Doton
spell.
Suiton
Performing the Suiton ninjutsu allows you to cast the Suiton
spell.
Doton and Suiton
These two spells are located in the created spells section of
this document.

50
Today, paladins who take the oath of the Sultansworn make
this oath to protect someone of great importance, being
provided with a wide selection of tools to ensure the safety of
their charges.
Tenets of the Sultansworn
The ideals of the Sultansworn change alongside the person
who they are sworn to protect. These tenets have guided
them through this ever changing path.
Shield. Your leader is a beacon who will guide the land to
prosperity. Protect them at all costs.
Sword. You are the sword which will protect and enforce
their ideals.
Armor. You are the armor that will protect their interests.
Oath Spells
You gain oath spells at the listed paladin levels.
Oath of the Sultansworn Spells
Paladin Level Spells
3rd Heroism, Detect Poison and Disease
5th Calm Emotions, Find Traps
9th Haste, Clairvoyance
13th Fire Shield, Locate Creature
17th Mass Cure Wounds, Legend Lore

Channel Divinity
When you take this oath at the 3rd level, you gain the
following two Channel Divinity options.
Cover. You are create an empathic link with a nearby ally.
All damage that ally would take is received by you instead.
The link lasts a number of rounds equal to your Charisma
ability modifier. You may break the link prematurely as a
bonus action. The creature you are linked to must remain
within 10ft. of you or the link is broken.
Flash. All enemy creatures within 30ft. of you who can see
you must make a Constitution saving throw. On a failed save,
the creature is blinded and has disadvantage on all battle
actions against targets other than you for a number of rounds
equal to your Charisma ability modifier. Targets are not
blinded and have disadvantage for half as long rounded down
on a successful save.
Aura of Veil
Beginning at the 7th level, allies within 10 ft. of you are
protected by a divine veil. As a reaction, you may choose to
redirect half the damage an ally would receive to yourself.
At the 18th level, the range of this aura is increased to 30 ft.
Shield Oath
Beginning at the 15th level, your oath of protection has
allowed you to block attacks easier. Using your reaction, you
Oath of the Sultansworn - Paladin may spend one hit die to reduce the attack roll by the result of
Archetype the roll.
The Sultansworn were once known as fierce warriors who Hallowed Ground
pledged their lives in the defense of the Sultan or Sultana of Beginning at the 20th level, you mastered a technique to
their land. These steadfast protectors sworn an oath to their channel your will into an impregnable barrier. Using your
rulers and their ideals, becoming paragons of justice in their action, you create a barrier which blocks all damage for a
cities. number of rounds equal to half your Charisma ability
modifier rounded down, beginning immediately.

51
Warrior
A dwarven woman stands locked in combat with a
hobgoblin. With each swing of his blade, she meets with
ferocity and powerful blows. The battle rages on, the woman
feeding off the ecstasy of battle, receiving succor with each
blow she lands.
A half-orc man dashes into the heat of battle, his battleax
swinging wildly around him. He lets out an earth shaking
battle cry as he crushes the ground and all those around him
with explosive force.
A lightly armored figure stands at his ally's sides. His
powerful voice echoes out across the field, empowering his
allies as he leads his comrades into battle, axe drawn and
swinging like a tempest of steel and iron.
Like a symbol crash in an orchestra, a warrior is an
explosive force which stands out in any situation. Their
booming voice, raw strength and powerful strikes are their
tools for victory.
Indomitable Forces
The warrior finds their roots in ancient tribes akin to
barbarians. These fearless fighters are peerless in their
control of a force which they call the inner beast. Warriors
often come from tribal backgrounds in which they learn to
nurture and control this inner animal, which in turn grants
them beast like strength and ferocity. Warrior bands once
roamed unsettled lands as nomads, enjoying the boons which
nature offers and defending the weak from those who would
do them harm.
Unending Rage
Not unlike nature itself, a Warrior has the potential to
become a relentless force of destruction. Like a raging forest
fire, or an all consuming tidal wave, a warrior can unleash
their inner beast to harness its rage. This state of being is
known as berserking. While berserking, Warriors continually
chase foes and defend allies, using their bloodlust to keep
themselves in the battle as a threat.
Creating a Warrior
When creating a Warrior, one must consider their origins as a
warrior. Are you a descendant of the ancient tribes from
which warriors are able to draw their lineage? Perhaps you
were a fledgling adventurer who found a mentor in the form
of a former warrior who passed on the secrets of the inner
beast. Perhaps you had a natural attunement to the ways of
the warrior and have developed your skills without guidance.
You must also consider why you have set out on your life of
adventuring? As a warrior, have you decided to seek out
dangerous challenges to sharpen your skills or sate the
appetite of the hungry beast inside you? Perhaps you have
taken up arms in defense of your tribe, a village or a loved
one? Warriors set out for any number of reasons.
Quick Build
You can make a Warrior quickly by following these
suggestions. First make Strength your highest ability score,
following with Constitution. Second take the Outlander
background.

52
Warrior
Level Proficiency Bonus Features Berserks Berserk Damage
1st +2 Fighting Style, Berserk 2 +2
2nd +2 Roaring Voice 2 +2
3rd +2 Warrior Archetype 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Shattering Call 4 +2
7th +3 Fracture 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Warrior Archetype Feature 4 +3
10th +4 Imposing Being, Thrill of Battle 4 +3
11th +4 Vengeance 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Warrior Archetype Feature 5 +3
14th +5 Inspiring Commander 5 +3
15th +5 Equilibrium 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Warrior Archetype Feature 6 +4
18th +6 Holmgang 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Infuriate 6 +4

Class Features Fighting Style


As a Warrior, you gain the following class features Beginning at the 1st level, you adopt a particular style of
fighting as your specialty, Choose one of the following
Hit Points
options. You can't take a Fighting Style option more than
once, even if you later get to choose again.
Hit Dice: 1d12 per Warrior level
Hit Points at 1st Level: 12 + your Constituion modifier Defense
Hit Points at Higher Levels: 1d12 (or 8) + your Constitution While you are wearing armor, you gain a +1 bonus to AC.
modifier per Warrior level after 1st
Proficiencies Dueling
Armor: All armor When you are wielding a melee weapon in one hand and no
Weapons: simple weapons, martial Weapons other weapons, you gain a +2 bonus to damage rolls with that
Tools: None weapon.
Saving Throws: Strength, Constitution Great Weapon Fighting
Skills: Choose two from Animal Handling, Athletics, History, When you roll a 1 or 2 on a damage die for an attack you
Intimidation, Insight, Survival. make with a melee weapon that you are wielding with two
Equipment hands, you can reroll the die and must use the new roll, even
You start with the following equipment, in addition to the if the new roll is a 1 or a 2. The weapon must have the two-
equipment granted by your background handed or versatile property for you to gain this benefit.
(a) a martial weapon
(a) a short bow and 20 arrows or (b) two hand axes
(a) an explorer's pack or (b) a dungeoneer's pack
chain mail and a carved wooden idol related to your
heritage.

53
Berserk Extra Attack
Beginning at the 1st level you are able to enter a berserk state Beginning at 5th level, you can attack twice, instead of once,
of mind, riling yourself into an unstoppable rage. While whenever you take the Attack action on your turn.
berserking you gain the following effects,
you have advantage on Strength checks and saving throws Shattering Call
when you make a melee weapon attack using Strength, Beginning at the 6th level, while you are under the effects of
you gain bonus a bonus to the damage roll that increases Roaring Voice, you are able to weaken the force of will of a
as you gain levels as a Warrior, as shown in the Berserk target creature. The target of shattering call has disadvantage
Damage column of the Warrior table. on charisma checks and saving throws. You may use
you are able to build stacks of Wrath, gaining one stack of shattering call three times and your expended uses of
wrath each time you land a melee weapon attack, and a shattering call refresh when you finish a long rest.
bonus stack of wrath when you gain two stacks of wrath in
one attack action. Fracture
If you are able to cast spells, you are unable to do so while Beginning at the 7th level, you have learned to use your
berserking due to an inability to concentrate. weapons outside of their intended purpose. You are able to
Your berserk state lasts for 1 minute. It ends early if you inflict blunt damage with any melee weapon attack.
are knocked unconscious or if your turn ends and you have Additionally, you may use spend one stack of wrath to deal an
not attacked a hostile creature since your last turn or taken additional 1d6 damage on a melee weapon attack. You may
damage since then. You can also end your berserk on your spend an additional two or four stacks of wrath, dealing an
turn as a bonus action. For one round after your berserk state additional 1d6 damage during your next turn or the your next
ends, you may not use the extra attack ability and your base two turns respectively. You must declare you are using this
movement speed is halved due to fatigue. effect prior to the attack roll.
Once you have gone berserk the number of times shown in
for your warrior level level in the Berserks column of the Imposing Being
Warrior table, your expended uses of berserk refresh when Beginning at the 10th level, you may use your strength ability
you finish a long rest. modifier in place of your charisma ability modifier when
making intimidate ability checks.
Wrath
Wrath is the resource used by Warriors to empower their Thrill of Battle
strikes. Different archetypes use up their stacks to unleash
different powerful abilities. You gain stacks of wrath while Beginning at the 10th level, as a bonus action you may spend
berserking, gaining one stack of wrath at the start of your 3 stacks of Wrath to receive 1d12 temporary hit points. You
turn and each time you make a successful attack roll using a may use thrill of battle three times, your expended uses
melee weapon attack. You may have a maximum of five stacks refresh when you finish a short or long rest.
of Wrath saved. These stacks are lost when Berserk ends.
Vengeance
Roaring Voice Beginning at the 11th level, as a bonus you may spend 3
Beginning at the 2nd level you are able to channel your inner stacks of wrath to invoke vengeance. For a number of rounds
beast to speak with a great bellowing voice. As a bonus action equal to your constitution modifier, you receive 1d6 less
you are able to cast the Thaumaturgy cantrip on yourself to damage on all damage rolls against you. Additionally,
increase the volume of your voice up to 3 times its regular enemies who attack you under this effect receive 2d4 force
volume. damage. You may use this effect three times, your expended
uses of vengeance refresh when you finish a long rest.
Warrior Archetype
At 3rd level, you select the tradition under which your warrior Inspiring Commander
has trained. The Defiant tradition focus on restraining the Beginning at the 14th level, while under the effect of roaring
inner beast of the warrior, and letting its power out only when voice, you may use your powerful voice to inspire an ally,
needed. The Reckless tradition focuses on allowing the inner giving them advantage on a strength, dexterity and charisma
beast to run wild, fighting alongside its power to lay your ability checks for one minute. You may use inspiring
enemies low. The Marauder has turned from harnessing their commander three times. Your expended uses refresh when
inner beast to become fierce fighters on their own power. you finish a long rest.
Ability Score Improvement Equilibrium
When you reach 4th level, and again at 8th, 12th, 16th, and Beginning at the 15th level, you are able to bring succor to
19th level, you can increase one ability score of your choice yourself through incredibly quick and efficient meditation. In
by 2, or you can increase two ability scores of your choice by seconds you are able to soothe your inner beast to heal
1. As normal, you can't increase an ability score above 20 yourself. As a bonus action you may spend 4 stacks of wrath
using this feature. to use up to half of your hit dice and recover hit points as if
you were taking a short rest using the expended dice.

54
Holmgang
Beginning at the 18th level, as a bonus action you are able to
bind yourself to another creature. The target of holmgang
must be within 10ft. of you and pass a Strength DC = 10 +
Strength Modifier. On a failed save, the target creature is
dragged directly within 5ft. of you. Holmgang lasts for a
number of rounds equal to your strength ability modifier.
While Holmgang is active, your base walking speed is 0ft. and
the affected creature may not move outside of a 5ft. radius of
you. Additionally, while Holmgang is active, your hit points
cannot fall below 1. You may use holmgang once, becoming
able to activate holmgang again after completing a long rest.
Infuriate
Beginning at the 20th level, you may gain 5 stacks of wrath as
a bonus action. Infuriate may only be used once, you are able
to use infuriate again after completing a short or long rest.

The Beast Within


Warriors believe there is a beast within all the hearts of man.
It is from this beastial force that they derive their power.
There are two traditional approaches to working alongside
one's inner beast. The Defiant tradition has the warrior stand
in opposition to the destructive forces of the inner beast,
while The Reckless tradition sees the warrior allow this beast
to run wild, directing the destructive forces unmitigated.
The Defiant
A warrior who has cut their teeth under the defiant tradition
has tamed the beast within their heart, and gained great
control over it. They channel the strength from this force only
when it is needed, and are able to fight defensively with the
help of such forces. Finding succor in the destruction of their
foes and defense of their friends sees a defiant warrior
become a powerful ally.
Storm's Path
Beginning at the 3rd level, you may spend two stacks of wrath
to activate Storm's Path. Prior to your attack roll declare that
you are using Storm's Path and lose the required stacks. On a
successful melee weapon attack, the target creature makes a
Strength DC = 8 + proficiency bonus + Strength modifier. On
a failed save, you recover 1d8 hit points and the target
creature has disadvantage on all attacks for one round
beginning at the end of the warrior's turn. You generate one
stack of wrath from the attack. The Beast's Breath
Beginning at the 13th level, while under the effect of roaring
Inner Beast voice you are able to cast Thunderwave at the second level
Beginning at the 9th level, you may spend five stacks of wrath using two stacks of wrath. For each extra stack of wrath you
to activate inner beast. Prior to making a melee weapon spend, Thunderwave is cast at a higher spell casting level.
attack, declare you are using inner beast and lose the
required stacks. On a successful attack roll you recover hit Steel Cyclone
points equal to 2d8+6 hit points and deal equal bonus Beginning at the 17th level, you may spend five stacks of
damage to the creature. The next two attack rolls against you wrath to activate steel cyclone. Prior to making a melee
have disadvantage. weapon attack, declare you are using steel cyclone. Your
attack and damage rolls are now applied to all creatures
within 5 ft. of you. Creatures who receive damage have
disadvantage against targets other than you for one round
beginning immediately.

55
The Reckless The Marauder
A warrior of the Reckless Tradition has grown alongside their Some warriors choose to walk away from their inner beast,
inner beast. They allow this force to take over and push their or try as they may, never make contact with this ferocious
bodies to incredible feats of strength. They fight without care being within their hearts. Despite the abandonment or loss of
for their own safety, allowing bloodlust to take over. A their inner beast, a Marauder has trained extensively to
reckless warrior's inner beast is hungry, and they allow this compentsate for these losses. Marauders fight with the same
overwhelming force to feed without a thought of reserve. ferocity as those with their beasts intact, but only look to
themselves as the source of power.
Storm's Eye
Beginning at the 3rd level, you may spend two stacks of wrath Blood Bath
to activate Storm's Eye. Prior to your attack roll declare that Beginning at the 3rd level, you are able to enter a blood lust.
you are using Storm's Eye and lose the required stacks. On a As a bonus action you may spend four stacks of wrath, you
successful melee weapon attack, the target creature makes a recover 1d4 hit points each time you complete a successful
Strength DC = 8 + proficiency bonus + Strength modifier. On attack roll. This effect lasts for a number of rounds equal to
a failed save, you have advantage on all attacks against that your strength ability modifier and may only be activated once,
creature for one round beginning at the end of the warrior's your expended use refreshes when you finish a short or long
turn. You generate one stack of wrath from the attack. rest.
Fell Cleave Butcher's Block
Beginning at the 9th level, you may spend five stacks of wrath Beginning at the 9th level, you may spend five stacks of wrath
to activate Fell Cleave. Prior to making a melee weapon to activate butcher's block. Prior to making a melee weapon
attack, declare you are using fell cleave and lose the required attack, declare you are using butcher's block and lose the
stacks. The critical range for your next attack is 16-20. You required stacks. Your single attack roll counts for two attacks,
may spend up to half your hit die and roll them to add the dealing double the damage and activating blood bath twice.
result as bonus damage to your damage roll.
Empowering Howl
The Beast's Shout Beginning at the 13th level, while under the effect of roaring
Beginning at the 13th level, while under the effect of roaring voice you are able to cast Heroism at the second level using
voice you are able to cast Shatter at the second level using two stacks of wrath. For each extra stack of wrath you spend,
two stacks of wrath. For each extra stack of wrath you spend, Heroism is cast at a higher spell casting level.
Shatter is cast at a higher spell casting level.
Overpower
Decimate Beginning at the 17th level, at the cost of 5 stacks of wrath,
Beginning at the 17th level, you may spend five stacks of you may cast Destructive Wave at the 5th level. Strength is
wrath to activate decimate. Prior to making a melee weapon the spell casting modifier for this spell.
attack, declare you are using decimate. Your attack and
damage rolls are now applied to all creatures within 5 ft. of
you. You may spend up to a quarter of your hit die and roll
them to add the result as bonus damage to your damage roll.

56
White Mage
A quiet and well groomed man waves his cane around
himself, drawing in magical energy from the land and calling
forth it's power. With a flick of his wrist the land parted and
erupted sending his foe toppling to the ground.
A gentle young woman rushes to their ally's side. Through
prayer and reverence for the land, it's power is shared with
her, allowing her to close the wounds of her dying friend.
A stern heavily robed figure approached the abomination,
raised from the dead. Calling for shining light, she banishes
the undead back to the abyss.
Serene and elegant, the White Mages commune with the
world around them, borrowing power from elementals
present throughout the word. They are level headed,
respectful spell casters who are aware that overstepping
one's bounds in the world of magic can lead to calamity, and
seek to keep order within the magic world while mending the
wounds of those around them.
One with the land
White Mage's strength stems from an art they refer to as
conjury. Conjury calls upon the elements of earth, wind, and
water and concentrates them to a potency at which spells can
be weaved. Through practiced meditation on the essences of
creation, conjurers draw forth and absorb magic from their
immediate surroundings. A wand or cane made from
unworked wood is then utilized to focus the magical energy
until it manifests as the desired spell. Versed also in magicks
that restore and strengthen, White Mages are regarded as
accomplished healers.
Patrons of Light
White Mages find their roots in a society which revered
nature as an ally, borrowing the power of the land and
elementals to soothe wounds and protect from the wicked.
Over time, the White Mages of the past overused this power
causing the elementals to act out and smite the land,
alongside the damage wrought by the opposing Black Mages,
the world fell into a dark age. Today White Mages are few and
far between, practicing the forbidden art to wield the powers
of nature and light to drive off evil in protection of the world
again.
Creating a White Mage
When creating a White Mage one must question how they
came into the art of conjury and the profession of White
Mage. Did a kindly mentor take you under their wing? Did
your studies of magic from the past lead you to discovering
how to draw power from the world you lived in? Perhaps the
elementals which inhabit the land reached out to you and
their whispers guided you to the path of a White Mage.
Nonetheless a White Mage's role in the world is that of a
protector, soothing the wounds of those who need it most,
settling enraged elementals and driving the beings who bring
destruction back from hence they came.

57
The White Mage
Proficiency Cantrips Spells
Level Bonus Features Interventions Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Soothe Sayer 0 4 2 2
2nd +2 Magical Discipline, 2 4 3 3
Intervention
3rd +2 3 4 4 4 2
4th +2 Ability Score 4 5 5 4 3
Improvement
5th +3 5 5 6 4 3 2
6th +3 Discipline Feature 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score 8 6 9 4 3 3 2
Improvement
9th +4 9 6 10 4 3 3 3 1
10th +4 Discipline Feature 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 Ability Score 12 6 12 4 3 3 3 2 1
Improvement
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Discipline Feature 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score 16 6 14 4 3 3 3 2 1 1 1
Improvement
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Conservation of Life 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score 19 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 Worldly Bond 20 6 15 4 3 3 3 3 2 2 1 1

Quick Build Proficiencies


You can make a White Mage quickly by following these Armor: None
suggestions. First make Wisdom your highest ability score, Weapons: Daggers, Darts, Slings, Quarter Staffs, Light
following with Charisma. Second select the Healer discipline. Crossbows
Third take the Acolyte background. Fourth, take the Tools: None
Guidance, Light Sacred Flame, and Spare the Dying cantrips Saving Throws: Wisdom, Charisma
and the first level spells Cure Wounds and Heroism. Skills: Choose two from Arcana, Deception, Insight,
Persuasion, History, Religion, Medicine.
Class Features Equipment
As a White Mage, you gain the following class features You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points a dagger
Hit Dice: 1d6 per White Mage level a spell casting focus (a cane, staff, wand or similar object)
Hit Points at 1st Level: 6 + your Constituion modifier (a) an explorer's pack or (b) a scholar's pack
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion
modifier per White Mage level after 1st

58
Spell Casting Conjury Discipline
Level requirement and general description. See chapter 10 of At 2nd level, you choose the discipline you belong to as a
the PHB for the general rules of spellcasting and the end of White Mage. Elementalist, Spirit Master, or Ampdapori, all
this document for the White Mage spell list. detailed at the end of the class description. Your archetype
choice grants you features at the 1st, 6th, 10th and 14th level.
Cantrips
At 1st level, you know 4 cantrips of your choice from the Intervention
White Mage spell list. You learn additional White Mage As a White Mage you are capable of calling on the world
cantrips of your choice at higher levels, as shown in the around you to intervene and assist yourself and your party.
Cantrips Known column of the White Mage table. Your maximum number of intervention points increases as
Spell Slots you level up and your intervention points refresh to the
The White Mage table shows how many spell slots you have maximum number upon completion of a long rest.
to cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spells level or higher. Ability Score Improvement
You regain all expended spell slots when you finish a long When you reach 4th level, and again at 8th, 10th, 12th, 16th,
rest. and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
Spells Known of 1st Level and Higher choice by 1. As normal, you can't increase an ability score
You know 3 1st-level spells of your choice from the White above 20 using this feature.
Mage spell list. The Spells Known column of the Mage table
shows when you learn more White Mage spells of your Conservation of Life
choice. Each of these spells must be of a level for which you
have spell slots. For instance, when you reach 5th level in this Beginning at the 18th level, when your hit points are reduced
class, you can learn one new spell of 1st, 2nd or 3rd level. to 0 and you fall unconscious, you release a pulse of healing
Additionally, when you gain a level in this class, you can energy. All allies, excluding yourself, within a 30ft. radius are
choose one of the White Mage spells you know and replace it healed for 2d8 + your Wisdom ability modifier hit points. This
with another spell from the Mage spell list, which also must is unaffected by Touch of the Padjal.
be of a level for which you have spell slots.
Worldly Bond
Spellcasting Ability Beginning at the 20th level, you recover 5 intervention points
The spellcasting ability for your White Mage spells changes after completing a short rest.
depending upon the discipline you select. You use your
Wisdom whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the The Protectors of the
saving throw DC for a White Mage spell you cast and when
making an attack roll with one. Future
Spell save DC = 8 + your proficiency bonus + your The White Mages goal in life is to safeguard the future
Wisdom modifier through the use of the inherent magic hidden within the land.
Spell attack modifier = your proficiency bonus + your This has lead to three paths which a white mage chooses
Wisdom modifier between to help focus what power they draw forth. An
elementalist uses the power of nature to control earth, wind
Spellcasting Focus and water in defense of the land. The spirit master uses the
You can use a rod, cane, wand or other similar equipment as essence of the world alongside the magic within their allies to
an arcane focus (found in chapter 5 of the player's handbook) bring forth powerful healing spells. The Ampdapori makes
for your White Mage spells. use of the power of light to bring forth a powerful advantage
against blasphemous invaders to their realm.
Ritual Casting
You can cast any White Mage spell you know as a ritual if that Elementalist
spell has the ritual tag.
White Mages who choose to focus on manipulating the
Soothe Sayer elements around them come to be known as elementalists.
They are able to work very closely with the elementals living
Starting at 1st level, your healing spells are more effective. across the land to borrow their strength and knowledge,
Whenever you use a spell of 1st level or higher to restore hit turning the world itself into an ally.
points to a creature, the creature regains additional hit points
equal to 2 + the spell's level.

59
Expanded Spell List
Spell Level Spell
1st Earth Tremor, Thunderwave
2nd Earthbind, Maximilian's Earthen Grasp
3rd Erupting Earth, Melf's Minute Meteors
4th Stoneskin, Watery Sphere
5th Conjure Elemental, Control Wind

Intervention: Voice of the Wind


Beginning at the 2nd level, you may spend 2 intervention
points to mask any noise a target creature hears with the
sound of heavy winds. The wind elementals you call upon
produce harrowing winds in the ears of the the target
creature preventing them from hearing anything. Alternatively
you may mask any sound produced within a 10ft. radius
sphere centered on a location within 20ft. that you can see.
Those outside the sphere can not hear what is going on
inside the sphere. You may spend 1 additional intervention
point to afflict for each extra creature you wish to mask
sound from or increase the radius of the sphere by 5ft. This
effect lasts for 10 minutes.
Intervention: Eyes of the Elementals
Beginning at the 6th level, you may spend intervention points
to tap into the knowledge of the elementals in the
surrounding area. You gain a mental map of an area of 1 mile
radius centered on you for each intervention point spent. You
must spend 15 minutes meditating while elementals share
this information about the surrounding area with you.
Intervention: Breath of the Waves
Beginning at the 10th level, you may spend 2 intervention
points to call on nearby water elementals to create
underwater air pockets centered on a creature's head,
allowing them to breath underwater for up to 10 minutes.
You may spend extra intervention points to increase the time
by 10minutes per point or place another air pocket around an
additional creature's head. Spending 1 intervention point for
each additional effect.
Intervention: Whispers of the Earth
Beginning at the 14th level, you may spend 2 intervention
points to gain tremorsense in a 30ft. radius for 10 minutes.
You become sensitive to vibrations in the ground and can
automatically pinpoint the location of anything that is in
contact with the ground and within range. If no straight path
exists through the ground from you to what you sensing, then
the range defines the maximum distance of the shortest
indirect path. It must itself be in contact with the ground, and
the creatures must be moving. As long as the other creatures
are taking physical actions, including casting spells with
somatic components, theyre considered moving; they dont
have to move from place to place for a creature with
tremorsense to detect them. Aquatic creatures with
tremorsense can also sense the location of creatures moving
through water.

60
Spirit Master Ampdapori
A Spirit Master is a White Mage who has focused their efforts Some White Mages focus on the role of repelling those who
into becoming master healers. They are steadfast allies who do not belong in the world from it, relying on light and holy
provide a great deal of support to those around them. magic to drive the undead and fiends from the world through
Drawing power from the land and the spirits who inhabit it, a destruction. An Ampdapori White Mage has taken up arms
Spirit Master is able to unleash increadibly potent healing for this very purpose, using a mix of healing magic and holy
and support spells. They have taken on the role to soothe the magic to smite out blasphemous creatures from the land.
wounds of those who protect the world and those who need
protecting. Expanded Spell List
Spell Level Spell
Expanded Spell List
1st Banish, Bless
Spell Level Spell
2nd Moonbeam, Sleep
1st Heroism, Sanctuary
3rd Daylight, Spirit Guardians
2nd Enhance Ability, Protection from Poison
4th Banishment, Wall of Fire
3rd Beacon of Hope, Revivify
5th Holy, Hallow
4th Regen, Tetragrammaton
5th Assize, Mass Cure Wounds Intervention: Protection of the
Ampdapori
Intervention: Shroud of Saints Beginning at the 2nd level, you may spend 2 intervention
Beginning at the 2nd level, as a bonus action you may spend 2 points to emit an 30ft. radius aura for 1 hour. You are alerted
intervention points to shroud yourself in light. Melee and of any undead or fiends who are within the affected area and
ranged attacks against you have disadvantage until your next are alerted of their presence. You also learn the direction of
action. their location.
Intervention: Surging Succor Intervention: Purge Undead
Beginning at the 6th level, you may spend 2 intervention Beginning at the 6th level, you may spend 2 intervention
points to cause the healing spells you cast on others heal you points to gain advantage on spells cast against undead
as well. When you cast a spell of 1st level or higher that targets. On a successful spell against an undead, you deal a
restores hit points to a creature other than you, you regain hit bonus 2d6 radiant damage. At the 14th level this bonus
points equal to 2 + the spell's level. damage is increased to 3d6.
Intervention: Clerical Smite Intervention: Shield from Blasphemy
Beginning at the 10th level, you may spend 2 intervention Beginning at the 10th level, you may spend 2 intervention
points to cast a healing spell on a target creature and deal points to assist your allies within your Protection of the
radiant damage instead of recover hit points. This effect may Ampdapori aura. All allies within the aura gain advantage on
not be used with spells greater than the 5th level. saving throws against the next action performed by undead
or fiend creatures which targets them. This effect fades after
Intervention: Touch of the Padjal 10 minutes of casting.
Beginning at the 14th level, you may spend 2 intervention
points when you cast a healing spell. When you would Intervention: Purge Fiends
normally roll one or more dice to restore hit points with a Beginning at the 14th level, you may spend 2 intervention
spell, you instead use the highest number possible for each points to gain advantage on spells cast against fiend targets.
die. For example, instead of restoring 2d6 hit points to a On a successful spell against a fiend, you deal a bonus 2d6
creature, you restore 12. radiant damage. At the 14th level this bonus damage is
increased to 3d6.

61
2nd Level
Chapter 2: Spells Alter Self
This chapter describes the spell lists of the classes available Blindness/Deafness
in this partner guide to the Dungeons & Dragons Player's Calm Emotions
Handbook. Please consult the player's handbook for spell Crown of Madness
descriptions. Spells custom created for the classes will be Darkness
detailed at the end of the chapter and are marked in italics Darkvision
within the document. Detect Thoughts
Note: Some spells may be in the spell list for the official Enhance Ability
Elemental Evil campaign. If they aren't in the PHB and not a Hold Person
custom made spell, they'll be in there. Invisibility
Melf's Acid Arrow
Arcanist Spells Mirror Image
Misty Step
Cantrips (0 Level) Phantasmal Force
Acid Splash Protection from Poison
Blade Ward Ray of Enfeeblement
Dancing Lights See Invisibility
Friends Spider Climb
Light Suggestion
Mage Hand
Mending 3rd Level
Message Bestow Curse
Minor Illusion Clairvoyance
Poison Spray Counterspell
Prestidigitation Daylight
Thunderclap Dispel Magic
True Strike Fear
Feign Death (Ritual)
1st Level Gaseous Form
Bane Haste
Catapult Hypnotic Pattern
Charm Person Magic Circle
Chromatic Orb Major Image
Color Spray Melf's Minute Meteors
Comprehend Languages (Ritual) Slow
Cure Wounds Stinking Cloud
Detect Magic (Ritual) Tongues
Detect Poison and Disease (Ritual) Vampiric Touch
Disguise Self
False Life 4th Level
Feather Fall Arcane Eye
Fog Cloud Blight
Healing Word Confusion
Hex Dominate Beast
Identify (Ritual) Freedom of Movement
Illusory Script Greater Invisibility
Inflict Wounds Hallucinatory Terrain
Jump Locate Creature
Mage Armor Phantasmal Killer
Magic Missile Polymorph
Protection from Evil and Good Vitriolic Sphere
Ray of Sickness
Shield
Silent Image
Sleep
Witch Bolt

2nd Level
62
5th Level Astrologian Spells
Cloudkill
Conjure Elemental Cantrips
Contagion Bladeward
Dominate Person Dancing Lights
Geas Guidance
Hold Monster Light
Insect Plague Message
Legend Lore Resistance
Modify Memory Sacred Flame
Planar Binding True Strike
Raise Dead
Scrying Level 1
Seeming Bane
Wall of Force Bless
Comprehend Languages
6th Level Cure Wounds
Arcane Gate Detect Magic (Ritual)
Circle of Death Detect Poison and Disease
Disintegrate Divine Favor
Eyebite Guiding Bolt
Harm Healing Word
Heal Heroism
Mass Suggestion Inflict Wounds
Programmed Illusion Magic Missile
True Seeing Sleep
7th Level Level 2
Etherealness Aid
Finger of Death Augury
Forcecage Blindness/Deafness
Mirage Arcane Calm Emotions
Plane Shift Darkness
Prismatic Spray Detect Thoughts
Resurrection Enhance Ability
Reverse Gravity Hold Person
Symbol Lesser Restoration
Teleport Levitate
8th Level
Locate Object
Magic Weapon
Antimagic Field
Dominate Monster Level 3
Feeblemind Bestow Curse
Mind Blank Clairvoyance
Power Word Stun Daylight
9th Level Dispel Magic
Astral Projection Fear
Foresight Haste
Gate Hypnotic Pattern
Mass Heal Mass Healing Word
Power Word Kill Remove Curse
Prismatic Wall Slow
Time Stop Level 4
True Resurrection Confusion
Wish Death Ward
Divination
Freedom of Movement
Hallucinatory Terrain
Locate Creature

63
Level 5 Ray of Frost
Collective Unconscious Shocking Grasp
Dream Thunderclap
Geas True Strike
Gravity
Greater Restoration 1st level
Hold Monster Absorb Elements
Legend Lore Burning Hands
Mass Cure Wounds Chromatic Orb Color Spray
Scrying Comprehend Languages (Ritual)
Teleportation Circle (Ritual) Detect Magic (Ritual)
Disguise Self
Level 6 Expeditious Retreat
Eyebite False Life
Find the Path Feather Fall
Heal Fog Cloud
Mass Suggestions Jump
True Seeing Mage Armor
Magic Missile
Level 7 Protection from Evil and Good
Etherealness Ray of Sickness
Plane Shift Shield
Regeneration Silent Image
Resurrection Sleep
Symbol Thunderwave
Unseen Servant (Ritual)
Level 8
Antimagic Field 2nd level
Celestial Opposition Alter Self
Feeblemind Blur
Mind Blank Crown of Madness
Power Word Stun Darkness
Sunburst Darkvision
Detect Thoughts
Level 9 Enhance Ability
Astral Projection Hold Person
Foresight Invisibility
Mass Heal Knock
Meteor Swarm Levitate
True Resurrection Locate Object
Wish Mirror Image
Misty Step
Black Mage Spells Phantasmal Force
Pyrotechnics
Cantrips Ray of Enfeeblement
Acid Splash Scorching Ray
Blade Ward See Invisibility
Chill Touch Shatter
Control Flames Suggestion
Create Bonfire
Dancing Lights 3rd level
Fire Bolt Blink
Friends Clairvoyance
Frostbite Counterspell
Light Dispel Magic
Mage Hand Fear
Mending Fireball
Message Fly
Minor Illusion Haste
Poison Spray Lightning Bolt
Prestidigitation Major Image
Tongues

64
4th level Power Word Kill
Blight Time Stop
Dimension Door Dominate Beast Wish
Greater Invisibility
Hypnotic Pattern White Mage Spells
Ice Storm Cantrips
Locate Creature Guidance
Polymorph Gust
Wall of Fire Light
Mending
5th level Mold Earth
Animate Objects Resistance
Cloudkill Sacred Flame
Creation Shape Water
Dominate Person Spare the Dying
Hold Monster Thaumaturgy
Legend Lore
Scrying 1st level
Telekinesis Bane
Teleportation Circle Command
Create or Destroy Water
6th level Cure Wounds
Arcane Gate Detect Evil and Good
Chain Lightning Detect Magic (Ritual)
Circle of Death Detect Poison and Disease (Ritual)
Disintegrate Guiding Bolt
Eyebite Healing Word
Globe of Invulnerbility Inflict Wounds
Investiture of Flame Protection from Evil and Good
Investiture of Ice Purify Food and Drink (Ritual)
Mass Suggestion Shield of Faith
Otiluke's Freezing Sphere
Sunbeam 2nd level
True Seeing Aid Augury (Ritual)
Wall of Ice Blindness/Deafness
Calm Emotions
7th level Continual Flame
Delayed Blast Fireball Find Traps
Etherealness Gentle Repose (Ritual)
Finger of Death Gust of Wind
Fire Storm Hold Person
Forcecage Lesser Restoration
Mirage Arcane Locate Object
Plane Shift Prayer of Healing
Prismatic Spray Silence (Ritual)
Reverse Gravity Spiritual Weapon
Symbol Warding Bond
Teleport Zone of Truth
8th level 3rd level
Abi-Dalzim's Horrid Wilting Animate Dead
Dominate Monster Bestow Curse
Feeblemind Clairvoyance
Incendiary Cloud Create Food and Water
Power Word Stun Dispel Magic
Sunburst Feign Death
Glyph of Wardning
9th level Magic Circle
Flare Mass Healing Ward
Gate Meld into Stone (Ritual)
Meteor Swarm Protection from Energy Remove Curse
Sending

65
Speak with Dead 8th level
Spirit Guardians Antimagic Field
Tongues Control Weather
Wall of Sand Earthquake
Wall of Water Holy Aura
Water Walk (Ritual)
9th level
4th level Astral Projection
Control Water Gate
Death Ward Mass Heal
Divination (Ritual) True Resurrection
Freedom of Movement
Guardians of Faith
Locate Creature Created Spells
Stone Shape
Assize
5th level 5th-level evocation
Conjure Elemental Casting Time: 1 action
Commune (Ritual) Range: 60ft.
Contagion Components: V, S
Dispel Evil and Good Duration: Instantaneous
Flame Strike An eruption of energy from your body soothes allies and
Geas wounds enemies. All allies within 60ft. recover 3d8 hit points
Greater Restoration and all enemies within 60ft. must make a wisdom saving
Insect Plague throw. They take 4d4 radiant damage, and half as much on a
Legend Lore successful save. You may reverse which die affect healing and
Mass Cure Wounds which die deal radiant damage, but must make this
Planar Binding distinction before rolling.
Raise Dead
Scrying Banish
Wall of Stone 1st-level evocation
6th level Casting Time: 1 action
Blade Barrier Range: 120ft.
Create Undead Components: V, S
Find the Path Duration: Instantaneous
Flesh to Stone Light energy converges on a creature you can see within
Forbiddance range. The creature makes a dexterity saving throw. This
Harm energy erupts with great force, searing the target creature
Heal with 3d6 radiant damage on a failed save and half as much on
Heroes' Feast a successful save.
Investiture of Stone
Investiture of Wind Celestial Opposition
Move Earth 8th-level evocation
Planar Ally Casting Time: 1 action
True Seeing Range: Self
Word of Recall Components: V, S
7th level
Duration: concentration, 1 minute
Conjure Celestial You release a massive amount of astral energy in a 30ft.
Divine Word radius globe centered on you. The inside of the globe is dimly
Etherealness lit, and filled with softly glowing lights which map the starry
Fire Storm sky. On this release, all enemies coming in contact with the
Plane Shift sphere are star struck and must make a wisdom saving
Regenerate throw. Enemies take 6d8 force damage and are stunned for
Resurrection 1d4 rounds on a failed saved, and half the damage is taken
Symbol and they resist becoming stunned on a success.
Whirlwind

66
Collective Unconscious Holy
5th-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: self
Components: V, S Components: V, S
Duration: concentration, 1 minute Duration: Instantaneous
You create a magical barrier around yourself. The barrier is You let loose an orb of radiant energy which floats above
10ft. in radius and spherical. All allies within 10ft. of you are you for a moment before exploding with great force in a 10ft
healed immediately for 3d8. As long as they remain in the radius. All creatures within range must make a Constitution
barrier, their AC receives a +1 bonus and each time they start saving throw. Creatures take 6d8 radiant damage and are
their turn within the barrier they are healed for 1d6. stunned for one round on a failed save, and take half as much
and resist the stun affect on a successful save.
Doton
4th-level evocation Lustrate
Casting Time: 1 action 4th-level Evocation
Range: 30ft. Casting Time: 1 action
Components: V, S Range: 30 ft.
Duration: 1 minute Components: V, S
You draw out the energies of Ten to create a circle of Duration: Instantaneous
corrupted earth on the ground centered at a point of your You may cast this spell as an action or as a reaction. This
choosing within range. The circle has a radius of 10ft. and is spell cannot be used in tandem with Adloqiuem (Nymian
considered to be difficult terrain for all creatures except for Scholar feature). A target you can see within range is
you. Creatures take 4d4 necrotic damage for every 5ft. they invigorated by a burst of soothing magic. They recover hit
travel within Doton. When Doton appears, all creatures points equal to 5d8.
within the ring make a Dexterity saving throw, taking 4d4
necrotic damage and half as much on a failed save. You are Regen
unaffected by this damage. 4th-level enchantment
At Higher Levels Creatures take 1d4 more necrotic Casting Time: 1 action
damage for each casting level above four. Range: 60ft.
Components: V, S
Flare Duration: 1 minute
9th-level Evocation The target's body is enchanted with a blessing which
Casting Time: 1 action repairs damage to their body over time. For the duration, the
Range: 120 feet creature regains 1d6 hit points at the start of its turn.
Components: V, S
Duration: Instaneous Sacred Soil
You select a target within range, and create a point of 4th-level Evocation
energy on their body. Fiery energy explodes from their Casting Time: 1 action
location in a 40ft. globe, incinerating all creatures within the Range: 30 ft.
globe. All affected creatures make a Dexterity saving throw, Components: V,S
taking 20d6 fire damage and 20d6 force damage on a failed Duration: Concentration, up to 1 minute
saving throw and half as much on a success. You create a 10ft. radius dome of protective magic to shield
Gravity your allies from harm centered on a location within range.
5th-level evocation When an ally within the dome takes damage, the damage is
reduced by 1d6.
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
You conjure the energies of the stars through your arcane
focus to temporarily create a small, dense celestial body at a
point in space within range. A spherical gravitational field
appears around the body with 20ft. radius and produces a
pulsing sound. Each creature within the field must make a
Dexterity saving throw. A target takes 10d6 force damage on
a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d6 for
each slot level above 5th.

67
Suiton
4th-level evocation
Casting Time: 1 action
Range: 30ft.
Components: V, S
Duration: Instantaneous
You draw out the energies of Jin to cause a powerful geyser
of water to explode from the ground beneath a target location
in a 5 ft. radius circle. Each creatures inside the geyser must
make a dexterity saving throw. A creature takes 4d6
bludgeoning damage and 4d6 cold damage, and half as much
on a successful save. Additionally, you cast invisibility on
yourself at the 2nd level.
At Higher Levels When you cast Suiton at higher levels,
you deal 1d6 more bludgeoning damage and for each level
above the 4th level.
Tetragammaton
4th-level evocation
Casting Time: 1 action
Range: 60ft.
Components: V, S
Duration: Instantaneous
You may cast this spell as an action or a reaction. A
creature within range you can see is healed for 3d8 hit points
instantaneously.

68
Appendix A: Carbuncles
Emerald Carbuncle Topaz Carbuncle
Small Elemental, unalligned Small Elemental, unalligned

Armor Class 12 Armor Class 14


Hit Points 10(2d6 + 2) Hit Points 20(2d10 + 6)
Speed 25ft. Speed 25ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 8 (-1) 4 (-3) 12 (+1) 10 (0) 12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 10 (0)

Senses passive Perception 15 Senses passive Perception 15


Languages understands the languages of its Languages understands the languages of its
summoner but cannot speak. summoner but cannot speak.
Challenge 1/4 (400 XP) Challenge 1/4 (400 XP)

Actions Actions
Gust. Ranged Magical Attack: +4 to hit, reach 5ft., Gouge. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) one target. Hit 5 (1d6 + 2). A creature struck by
Gouge must make a DC 13 Wisdom saving throw.
Back Draft (Recharge 5-6). Melee Magical Attack: +4 On a failed save, the creature has disadvantage on
to hit, reach 5ft., one target. Hit 5 (1d6 + 2). When actions taken against targets other than Topaz
a creature is damaged by Back Draft they must Carbuncle during their next action.
make a DC 15 Strength save. On a failed save, they
are knocked back 10ft, and are not knocked back Curl (Recharge 5-6). Attacks against Topaz
when successful. Carbuncle have disadvantage until the Topaz
Carbuncle takes another action.

69
Appendix B: Egis
Titan-Egi
Small Elemental, unalligned
Ifrit-Egi Armor Class 15
Small Elemental, unalligned Hit Points 15(1d10 + 7)
Speed 25ft.
Armor Class 12
Hit Points 10(1d8 + 4)
Speed 25ft. STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 10 (0)
STR DEX CON INT WIS CHA
12 (+1) 13 (+2) 8 (-1) 4 (-3) 12 (+1) 12 (+1) Senses passive Perception 15
Languages understands the languages of its
summoner but cannot speak.
Senses passive Perception 16 Challenge 1/4 (400 XP)
Languages understands the languages of its
summoner but cannot speak.
Challenge 1/4 (400 XP) Actions
Rock Buster. Melee Attack: +4 to hit, reach 5ft., one
Actions target. Hit 5 (1d6 + 2) bludgeoning damage.
Burning Strike. Melee Attack: +1 to hit, reach 5ft., Landslide (Recharge 5-6). Melee Attack: +4 to hit,
one target. Hit 4 (1d6 + 1) slashing damage. reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning
damage. A creature targeted by Landslide must
Flame Crush (Recharge 5-6). Melee Attack: +1 to hit, make a strength saving throw (DC 15). On a failed
reach 5ft., one target. Hit 4 (1d6 + 1) fire damage. save, the targeted creature is knocked back up to
This attack targets all enemies within range. 15ft.
Enkindle Enkindle
Inferno. Ifrit-Egi releases an explosive pillar of fire Earthen Fury. Titan-Egi instantaneously pulverizes
around itself in a 30ft. radius, severely burning all the land around it. Turning a 30ft. radius circle of
creatures in range. All affected creatures must make land into a swampy mire. This is considered difficult
a dexterity save, receiving 6d10 fire damage on a terrain and all creatures who begin their turn in the
failed save and half as much on a successful save. mire receive 4d8 poison damage.

70
Garuda-Egi
Small Elemental, unalligned

Armor Class 10
Hit Points 8(1d6 + 4)
Speed 25ft.

STR DEX CON INT WIS CHA


10 (0) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 14 (+2)

Senses passive Perception 15


Languages understands the languages of its
summoner but cannot speak.
Challenge 1/4 (400 XP)

Actions
Wind Blade. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) thunder damage.
Aerial Slash (Recharge 5-6). A target creature within
30ft. of Garuda-Egi becomes the center point of a
massive burst of wind energy. All creatures within
10ft. must make a dexterity saving throw (DC 14).
On a failed saved the creature takes 1d6 thunder
damage and half as much on a successful save.

Enkindle
Aerial Blast. Garuda-Egi unleashes a thunderous
burst of energy in a 20ft. circle within 30ft. of
Garuda-Egi. This massive tornado persists for a
moment, dealing 6d12 thunder damage. All
creatures within range must make a strength save.
On a failed save all creatures are knocked back 20ft.
from the point of origin.

71
Appendix C: Nymian Fey
Eos Selene
Small Fey, unalligned Small Fey, unalligned

Armor Class 12 Armor Class 12


Hit Points 10(1d6 + 6) Hit Points 10(1d6 + 6)
Speed 25ft. Speed 25ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 8 (-1) 4 (-3) 12 (+1) 10 (0) 12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 10 (0)

Senses passive Perception 16 Senses passive Perception 15


Languages understands the languages of its Languages understands the languages of its
summoner but cannot speak. summoner but cannot speak.
Challenge 1/4 (400 XP) Challenge 1/4 (400 XP)

Innate Spellcasting. Eos's innate spellcasting ability Innate Spellcasting. Eos's innate spellcasting ability
is Charisma (spell save DC 12, +4 to hit with spell is Charisma (spell save DC 12, +4 to hit with spell
attacks). It can innately ast the following spells, attacks). It can innately ast the following spells,
>requiring no material components: >requiring no material components:
At Will: light At Will: dancing lights
2/day each: cure wounds, healing word 2/day: healing word
1/day: aid 1/day: magic missile

Actions Actions
Unarmed. Melee Attack: +4 to hit, reach 5ft., one Unarmed. Melee Attack: +4 to hit, reach 5ft., one
target. Hit 1 bludgeoning damage. target. Hit 1 bludgeoning damage.
Fey Lance. Ranged Magical Attack: +4 to hit, range
30ft., one target. Hit 5 (1d6+1) radiant damage.

72
Appendix D: Turrets
Rook Autoturret Mammet Companion
Small construct, unalligned Small construct, unalligned

Armor Class 14 (natural armor) Armor Class 11 (natural armor)


Hit Points 40(5d10 + 5) Hit Points 40(5d10 + 5)
Speed 0 ft., fly 50 ft. Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5) 12 (+1) 12 (+1) 10 (0) 9 (-1) 10 (0) 9 (-1)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 16 Senses passive Perception 16
Languages --- Languages Same languages as its creator.
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Actions Actions
Auto-fire. Ranged attack: +3 to hit, range 60ft., one Mammet Blade. Melee attack: +3 to hit, range 5ft.,
target. Hit 4 (1d6) piercing damage. one target. Hit 5 (1d6+1) slashing damage.

Bishop Autoturret
Small construct, unalligned

Armor Class 14 (natural armor)


Hit Points 40(5d10 + 5)
Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses passive Perception 16
Languages ---
Challenge 1/4 (50 XP)

Actions
Area Shock. All creatures within 5ft. of the Bishop
Autoturret must make a Dexterity saving throw (DC
= 8 + your proficiency bonus), taking 1d6 lightning
damage >on a failed saved, and half as much on a
successful save.
Single Shock. Magical Melee Attack: +3 to hit, range
5ft., one target. Hit 4 (1d6) lightning damage.

73
Firearms
Item Cost Damage Weight Properties
Martial Ranged Weapon
Pistol 250gp 1d10 piercing 3lb. Ammunition (range 30ft./90ft.), loading
Revolver - 2d8 piercing 3lb. Ammunition (range 40ft./120ft.), reload (6 shots)
Musket 500gp 1d12 piercing 10lb. Ammunition (range 40ft./120ft.), loading, two-handed
Rifle, hunting - 2d10 piercing 8lb. Ammunition (range 80ft./240ft.), reload (5 shots), two-handed
Bullets (10) 3gp 2lb.
Wildfire Bomb 50gp 5d6 fire 1lb. Thrown (range 30ft./60ft.), 20ft. radius, Dex DC 15.

The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask
your DM about making use of these weapons in your campaign. I suggest avoiding them.

74
Roegadyn Translations
Apendix E: Naming Info Roegadyn Common
Miqo'te Tribes Aerst First
There are 26 tribes within the Seeker's of the Sun, here is a Agat Amber
list to help you decide what tribe your Miqo'te came from. Agynn Beginning
Seekers of the Sun Tribes Ahct River
Tribe Letter Associated Creature Ahl Eel
A' Antelope Ahld Old
B' Boar Ahr Eagle
C' Coeurl Ahrm Arm
D' Dodo Aht Eight
E' Eft Ahtyn Judge
F' Bear Ahtza Eighty
G' Gryphon Ais Ice
H' Gigantoad Alyr Alder
I' Buffalo Anka Anchor
J' Jackal Ansa Scythe
K' Hipparion Aren Harvest
L' Viper Ask Ash
M' Marmot Awyr Absent
N' Aldgoat Baen Bone
O' Mole Bara Bare/Naked
P' Basilisk Benn Leg
Q' Puk Bera Berry
R' Raptor Berk Mountain
S' Zu Bhald Bold/Brave
T' Condor Bhaln Plague
U' Drake Bhar Bear
V' Vulture Bhir Ale
W' Wolf Bhrat Meat
X' Lynx Blaet Blood
Y' Jaguar Blan Darkness/Dark
Z' Ziz Blau Lead
Blei Pale
Roegadyn Words
Bloe Blue
The Roegadyn name themselves by pairing up two words
from their language, usually a descriptor and then a noun. A Bluom Flower
noun is turned into a descriptive word by adding a I to the Blyn Blind
end of the noun. Here is a list of known Roegadyn Words to Blyss Blossom
help you select a name. This is an incomplete list.
Borg Castle
Roegadyn Translations
Born Boar
Roegadyn Common
Braen Break
Abar Lone/Alone
Brem Bramble
Abyl Rage
Broda Brother
Aent Duck
Broen Brown
Aerg Ambitious
Broes Chest
Aerm Poor
Brot Bread
Roegadyn Translations
75
Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Bryda Bride Faeld Field
Bryn Spring Faez Fat
Brytt Bridle Falk Falcon
Byld Make Farr Bull
Bylda Maker Fatyr Father
Byrg (Byrgin) Protect Fedar Feather
Bylg Fertile Fhet Fight
Byrm Tree Fhil Yellow
Byrt Axe Fhis (Fhisk) Fish
Caepf Slate Fhruh Early
Caer (Careig) Sad Fian Enemy
Ceig Sail Firk Explore
Ceil Rope Flaz Flat
Cwaen Pine Flekk Spotted
Cwin Wine Floeg Fly
Daeg Soldier Floer Lead
Dani Narrow Floh Flea
Denkyr Thinking Foer Four
Denn Thin Foet Foot
Dhem Dusk Fohc Fox
Doen Thunder Folg Bird
Doer Dry Frae Free
Does Two Froe(a) Lady
Dornn Thorn Frusk Frog
Dorpf Village Frut Fruit
Draeg Carry Fryd Peace/ful
Draga Carrier Fryn Friend
Drys Three Fyr Fire
Dyn People Fyril Lost
Dyrf Farm Fyst Fist
Dyrst Thirsty/Thirst Gaez Goat
Eidin Oath Ganz Perfect
Eifa Bitter Gara Skin
Elak Elk Garr Choir
Elil Exiled/Foreign Geim Jewel
Ent End Geiss (Geyss) Ghost
Erna Earnest Germa Conjurer
Ewan Even Gheb Give
Eyha Oak Ghim Modest
Eyhil Acorn Glac Bell
Eyn One Glaz Glass
Eynli Eleven Goht God
Eyri Wandering Gohta Goddess
Edz Eat Graeb Grave
Roegadyn Translations
76
Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Greh Calm Iyrn Iron
Grein Bronze Jaeg Hunt
Grina Howl Jarr Year
Grym Cruel Jho And
Gryne Green Jungh Young
Guht Good Keim Violet/Purple
Guld Gold Kelt Cold
Guol Glorious Kest Chestnut
Gybal Skull Keten Chain(ed)
Gybet Prayer Khan Laugh
Gyft Sell Khezl Kettle
Hael Healthy Khra Crane
Haemr Hammer Khus Chaste
Haer Grand Kilb Calf
Haerz Heart Kirz Candle
Hald Kind Klet Burdock
Halp Side Klin (Klind) Child
Hana Hemp/Hempen Klyn Small
Hanth Hand Klyng Brook
Harr Hair Kneh Near
Hart Hard Knod Knot/Knotty
Hast (Hastal) Hazel Koel Coeurl
Helb Half Koen King
Herl Elder Koena (Koenyb) Queen
Hezz Hot Krepf Claw
Himal Sky Kroem Bent
Hint Behind Kryd Chalk
Hirsk Agile Kryst Crystal
Holas Bald Kupf Copper
Holl Hollow Kympf Champion
Holsk Fast Kynd Virgin
Horsk (Horsam) Obedient Kyrss Cherry
Hort Treasure Laent Land
Hund (Hundr) Dog Lago Lament
Hwab Hawk Lahz Salmon
Hwyz Know Lamm Lame/Injured
Hyll Hell Leita Bringer
Hylt Forest Liht Light
Hym Heaven Lleid Pain
Hyr Army Loef Leaf
Hyrt Autumn Loet Loud
Ingil (Inghil) Angel Loetr Pure
Isil Island Loez Short
Itar Knight Loh Cloth/Clothes
Roegadyn Translations
77
Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Lon(a) Gatherer Ost East
Lora Laurel Ostyr Eastern
Lorh Rabbit Oura Ear
Loug Leech Pfar Walking
Lubb (Lubd) Poison Pfef Pepper
Lydir Leather Pfrew Joy
Lyna Linen Pfrym Plum
Lyng Long Pfym Five
Maeti Mighty Pfyn Finger
Maga Stomach Phati Late
Mann Man Rael Doe
Marm Marble Raen (Raeng) Circle
Merl Sea Raet Chariot
Mhar Horse Ramm Ram
Mhas Scar Rhen Clean
Mhol Salamander/Eft Rhet Law
Mhus Mouse Rheti Straight/Lawful
Moeg Able Rhit Right
Moen Moon Rhot Red
Moer Kill Rhyl Plentiful
Moht Mind Roegan (Roega) Rain
Murl Wall Roeh Rough
Myna Love Ronth Run
Mynd Mouth Ronn Current
Myrgan Morning Rostn Rusty
Myst Mistletoe Ruht Smoke
Myte Middle Ryhhe Empire
Nagl Nail Rymm Frost
Nahct Night Ryss Giant
Nazz Damp/Wet Saelb (Sylbei) Sage
Nebb Fog Saelz Salt
Nedyr Low Saem Seed
Niu New Saes Six
Noez Walnut Sald Luck
Nort North Sath Knife
Nortyr Northern Satz Dance
Nyst Nest Seik Lake
Nyun Nine Sfeik Lake
Oebb Above Skaen Beautiful
Oefyr Sacrifice Skaet Shadow
Oeya Eye Skal Servant
Ofan Clear Skapf Sheep
Opyl Apple Skarn Horrible
Orn Maple Skoef Poetry(Poet)
Roegadyn Translations
78
Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Skoen Shining Syzn Sitting
Skrat Goblin Thor Torn
Skrib Write Thosin Grey
Skyf Ship Thota Daughter
Skylt Shield Thuba Mage
Slae Dull Thubyr Magic
Slaf Sleeping Thuv Dove
Slett Plain Toeg Secret
Smyd Smith Toff Deep
Snoe Snow Toum Dream
Some (Soemr) Summer Trach Dragon
Solk Blessed Trachyn Dragon
Spaer Sparrow Tragg Slow
Spyr Spear Trahg Lazy
Stael Still Troe (Troeb) Confused
Sterr Strong Troeg Monster
Sthal Steel Tu Dew
Sthan Stand Twyr Dwarf
Stral Arrow Tyl Valley
Stymm Voice Tymb Dumb
Styr (Styrn) Star Tyrb (Terbin) Cyclone
Styrm Storm Tyrn Tower
Sund South Ubyl Evil
Sundyr Southern Ulm Elm
Sunn Sun Und Wave
Swaen Mushroom Unsyn Innocent
Swar Black Unta Other
Sweig Herd Urs Auroch
Swerd Sword Usyn Ashen
Swoz Sweet Uwil Owl
Swyg Silent Waeb Weave
Swyn Round Waek Battle
Swyr Big Waem Warm
Swys (Swysta) Sister Waen (Waent) Wind
Sygg Victory Waht Guard
Syhr Fearless Wakk Awake/Woken
Syk Sick Wall Boil
Sylb Silver Wann Empty
Syn Son Ward Watch
Syng Song Warg Truth
Syngi Singing Wast Sharp
Synt Sand Webb Silk
Syvin Seven Wegg Provoke
Syz Sit Wein Woad
Roegadyn Translations
79
Roegadyn Translations
Roegadyn Common
Weitz Wheat
Wezzn Punishment
Whas Wax
Whei Soft
Wilf Wolf
Wilt Wild
Winst Left
Wint Winter
Wist West
Wistyr Western
Woerd Word
Wolk Cloud
Woll Wool
Wunt Under
Wuot Berserk
Wurt (Wurth) Herb
Wyb Woman
Wyda Willow
Wyn Daughter (used in last name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyrst Sausage
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zagyl Tail
Zahr Tear
Zant Tooth
Zedyr Cedar
Zeh Toe
Zent Send
Zirn Fury/Furious
Zoeng Tongue
Zoer Sour
Zwelf Twelve
Zwyn Twin

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