Way of the Thrummer
Monks that follow the way of the Thrummer embrace the
slow meandering way of the Log Thrummers, mysterious
intelligent plants that produce a mystical type of honey and
have dominion over bees. These monks embrace the slow life
with these creatures, learning to master their use of insects
and rooting themselves in for a powerful defense.
Bee's Stinger
Beginning when you choose this monastic tradition at 3rd
level your fingers become harder and able to pierce steel and
flesh alike. When you make an unarmed attack, you can
choose to deal piercing damage rather than bludgeoning.
When you deal piercing damage in this way, you may choose
to deal only 1 piercing to deal an additional amount of poison
damage equal to your martial arts die plus your dexterity or
strength modifier.
Form of the Thrummer
Also at 3rd level, your body begins to resemble the mystical
creatures more. You become immune to poison damage and
resistance to radiant. As an action, you can choose to force
bark to grow over your flesh, granting you a bonus to your AC
equal to one half your proficiency bonus, but your speed is
reduced by 15 feet. This form lasts for 1 minute or until you
end it as a bonus action. When the form ends, each creature
within 10 feet of you must make a Dexterity saving throw,
taking bludgeoning damage equal to 2 times your martial arts
die as hardened wood flies from your body. Once you use this
trait, you cannot use it again until you finish a short or long
rest.
Howler's Protection
Starting when you reach 6th level, you learn to emulate the
protective abilities of your master's howling minions. As a
reaction to you or a creature you can see within 15 feet of you
being hit by an attack that targets only that creature and does
not deal fire damage, you can halve the damage as a spectral
log howler appears, knocking the attack aside. You can use
this ability a number of times equal to your Wisdom modifier,
regaining expended uses when you finish a short or long rest.
Thrummer Photosynthesis
Beginning at 11th level, you become immune to radiant
damage and may expend a ki point as a reaction to absorb the
light, healing for half the damage you would have taken.
While using Form of the Thrummer, you instead gain the full
amount you would have taken.
Living Hive
Starting when you reach 17th level, you embody the hive
aspect of the thrummers. Bees begin burrowing into your
skin and defend you from attack. Whenever a creature comes
within 5 feet of you for the first time on each turn, or they
begin their turn there, they immediately take poison damage
equal to your martial arts die. In addition, when a creature
hits you with an attack from within 10 feet of you, you can
use your reaction to send bees after them. They must make a
Dexterity saving throw, taking 2d4 piercing damage and an
additional 2d10 poison damage on a failed saving throw, or
half as much on a success.
CHAPTER 2 | CLASSES
51
Way of the Centered Breath
The Centered Breath tradition emphasizes honing
your
mental awareness to better harness psionic
powers. This
tradition teaches that only by controlling yourself can you
control your environment. The
tradition's adherents are
typically ascetics, whose
monasteries stand in quiet corners
ofthe world where
the monks can train and study without
distraction. In
some ofthese monasteries, speech is forbidden
except
for one hour each day.
Centered Flurry of Blows
Beginning when you join this way at 3rd level, you learn to
imbue forceful psionic power into your fists. When you use
your flurry of blows feature, you can use your Wisdom
modifier instead of your Strength or Dexterity for attack and
damage rolls. In addition, each time you hit a creature with it,
you can move it up to 5 feet in any direction of your choice, so
long as it does not move it into harmful or difficult terrain.
You may move 5 feet each time you move the target, moving
into the space they had occupied without provoking attacks of
opportunity.
Dancing Cobra
Also at 3rd level, any time a creature makes an attack of
opportunity against you, you can use a reaction to add 3 to
your AC. If the attack misses, you can make an attack of
opportunity against that creature as well.
Five Storms
Beginning when you reach 6th level, you can channel your
inner psionic power and let it burst outward in a quick
succession of blows. As an action, you can launch an all out
attack. Make a melee weapon attack. Any creature of your
choice adjacent to you whose AC is beaten by your roll takes
bludgeoning damage equal to your martial arts die and
psychic damage equal to your wisdom modifier.
Drunken Monkey
Starting at 11th level, you are able to lurch and move your
body in unnatural ways, throwing your opponents off guard
and confusing them. When you use your flurry of blows, if
you landed all attacks against the target in a turn, you may
force the target to make a Wisdom saving throw. On a failure,
you move the creature 5 feet and it makes a melee weapon
attack against a creature of your choice as a free action.
Masterful Spiral
Beginning at 17th level, you have unlocked your full potential
and can fully make use of the masterful spiral stance. Your
melee reach increases by 5 feet and when you make a melee
weapon attack, you can choose to make the attack against all
adjacent enemies instead of one target. If you do, you do not
add your ability modifier to the damage.
CHAPTER 2 | CLASSES
52
Way of the Stone Fists Awaken the Slumbering Pain
The Stone Fist tradition is one of physical mastery,
relentless
exercise, and athletic perfection. Its adherents seek to master Starting at 11th level, you learn to focus all your power on a
their bodies, turning themselves
into living weapons capable creature's injuries. Any attack you hit a creature that has less
ofsupernatural feats of
strength, agility, and speed. Monks of than half its maximum hit points remaining deals an
the Stone Fist
prefer to study among the trappings of additional 1d6 bludgeoning damage.
civilization.
Some Stone Fist monasteries are small schools
built
in towns and villages, where students work as laborers Spinning Leopard Manuever
and artisans when they aren't training. Other
Stone Fist
monasteries stand in the most forbidding
regions of the Beginning at 17th level, you learn to harnest your strength in
world-from the bitter cold of the
tundra to the edge of a fast bursts, slamming against foes as you run by them. As an
rumbling volcano- to test their
students' endurance day after action, you can charge forward, moving up to your walking
day. speed without provoking opportunity attacks. For each
creature you move adjacent to, you may make a melee
Stone Fist Flurry of Blows weapon attack against the target. These attacks gain a +3
bonus to hit.
Starting when you join this way at 3rd level, you learn to fill
your arms with psionic energy, increasing the power behind
your blows. When you use your flurry of blows feature, if you
use strength for the attack and damage rolls, you deal
additional damage equal to your proficiency bonus.
Crane's Wings
Also at 3rd level, you can use a bonus action to give yourself a
burst of great strength when you take the attack action on
your turn. Before you make an attack, you can make a long
jump as though you had a running start and a +5 bonus to
your Athletics. If you move at least 15 feet with this jump, you
deal an additional 1d6 damage if you hit.
Dragon's Tail
When you reach 6th level, you can sweep your arm out as
though it were a dragon's tail. When you take the attack
action, you can use a bonus action to imbue yourself with
great power. Once per turn, on a hit, you deal an additional
amount of damage equal to your Strength modifier and the
target must make a Strength saving throw against your Ki
Save DC, falling prone on a failure. If you hit, you may then
swap places with an adjacent willing or prone creature.
CHAPTER 2 | CLASSES
53
Paladin
The paladin class recieves new features and subclasses in
this section.
Optional Class Features
You gain class features in the Audalis Player's Handbook
when you reach certain levels in your class. This
section
offers additional features that you can gain
as a paladin.
Unlike the features in the Audalis Player's Handbook, you
don't gain the features here automatically. Consulting
with
your DM, you decide whether to gain a feature
in this section
if you meet the level requirement
noted in the feature's
description. These features
can be selected separately from
one another; you
can use one, both, or none of them.
Decrepit Touch
1st-level paladin feature
You can use your Lay on Hands, you can choose to imbue it
with negative energy. These points cause necrotic damage
instead and requires an melee attack roll to use as a weapon.
If used on an undead, it instead heals the target.
Fighting Style Options
2nd-level paladin feature
When you choose a fighting style, the following styles are
added to your list of options.
Godly Voice
You learn two cantrips of your choice from the invoker spell
list. They count as paladin spells for you, and Charisma is
your spellcasting ability for them. Whenever you gain a level
in this class, you can replace one of these talents with
another talent from the invoker spell list.
Accurate Striker
You may choose to use a bonus action before you take the
attack action on your turn to focus your strikes. Each attack
that turn gains a bonus to the attack roll equal to your
proficiency bonus. If the attack hits, you subtract your
proficiency bonus from the attack's damage.
Reaching Attacker
While you are wielding a melee weapon in one hand and no
other weapons, the weapon you are wielding is considered to
have the reach property. If the weapon already has this
property, the reach increases by 5 feet.
Brute
Whenever you hit a creature with a melee weapon that has
the two-handed or versatile property and that you are
wielding in two hands, you can attempt to drive the target
back and force the creature to make a Strength saving throw
with a DC of 8 + your proficiency bonus + your Strength
modifier. On a failed save, the target is pushed 5 feet away
from you. The weapon must have the two-handed or versatile
property and be held in two hands for you to gain this benefit,
and you may not use this effect more than once a turn.
CHAPTER 2 | CLASSES
54
Oath of Castigation Aura of Torment
Those who swear the Oath of Castigation walk a path of pain
and punishment. These paladins seek out those who have Starting at 7th level, you are surrounded by a 10-foot aura of
committed heinous crimes and seek to show them the error suffering around you. Whenever you or a friendly creature
of their ways, or they see the cruelty of the world and desire takes damage from a source that only targets that creature,
only to punish the wicked. Suffering is the only correct course you can use your reaction to cause another creature of your
of action for those of this oath. choice within a 10-foot aura to take half the damage taken of
your choice of necrotic or radiant damage.
Tenets of Castigation
At 18th level, the range of this aura increases to 30 feet.
The tenets of the Oath of Castigation have been forged in the
blood of those who have suffered. This oath emphasizes the Punish the Weak
principles of punishment above any concerns of the law of the
land. Its central principles are simple.
At 15th level, you become far more cruel in your punishments
and torture. Whenever you damage a creature or force them
Suffer. There must be consequences for your crimes. Do not to roll a saving throw to resist a spell, if you have damaged
seek glory or pleasure. Seek punishment.
them since the beginning of your last turn, you can deal
additional damage equal to your Charisma modifier and give
Punish. The world and its inhabitants are wicked. As you do, a penalty to the saving throw equal to your Charisma
they too must suffer.
modifier.
Preserve Pain. The suffering of others stands above taking Zealot of Castigation
final vengeance. Do not kill until the final moment.
At 20th level, you become an avatar of punishment. Once per
Oath Spells long rest as an action, you may transform into a paragon of
suffering, gaining the following benefits for up to 1 minute:
You gain oath spells at the levels listed.
You gain resistance to all damage
Oath of Castigation Spells When you take the Attack action on your turn, you can
make one additional attack as part of that action.
Paladin Level Spells You regain 10 hit points at the beginning of each of your
3rd heartripper, inaudibility turns so long as you have at least 1 hit point.
5th Ingold instant insanity, suffer Whenever a creature of your choice starts their turn
9th agitate wounds, blasphemy within 30 feet of you, they must succeed on a Wisdom
13th bloodsworn retribution, power word fear Saving Throw against your spell save DC or only be
17th disfiguring touch, draw upon holy might allowed to attack you or cast spells against you his turn.
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Mutual Suffering. As a reaction, you can expend your
Channel Divinity when you reduce a hostile creature to 0 hit
points, and force all other hostile creatures within 30 feet of
that target to make a Charisma Save against your spell save
DC. If they fail, they take half the damage dealt in the killing
blow in psychic damage and have disadvantage on attacks for
one round as the splitting pain in their head keeps them
distracted. If they pass the save, they only take the damage.
Face Your Sin. You can force creatures to relive all of the
trauma and pain that they have caused. As an action, you may
force a creature you can see within 30 feet of you to succeed
on a Charisma Saving Throw against your Spell Save DC or
be Paralyzed for 1 minute. This effect ends early if the
creature takes damage. Regardless of if the creature saves or
not, the DM discloses to you either one thing the target has
done that it regrets or one time that it has wronged another
creature.
CHAPTER 2 | CLASSES
55
Oath of Slaughter Channel Divinity
The oath of slaughter encompasses the horrible tragedy of
death and destruction in the world. These paladins seek out When you take this oath at 3rd level, you gain the following
those who they deem unworthy of life and put an end to their two Channel Divinity options.
miserable existence. Due to this, this oath is common among Destroy the Will. As an action, you can cause every creature
the Sylvarin Huntmasters and others who feel they should that does not share the morality (Good, Neutral, Evil) half of
have the authority to end the suffering that is living an your alignment within 30 feet of you to make a Charisma
unworthy life. saving throw. On a failure, attacks have advantage against
them for 1 minute as their will to continue rots away, or until
Tenets of Slaughter you dismiss this effect on all creatures as a bonus action.
Destroy the Body. As a reaction when you are hit with a
The tenets of the Oath of Slaughter are standards for those weapon attack, you can force the attacker to make a
who seek this path, guiding them on who is proper to remove Charisma saving throw. On a failure, the target's body erupts
from the world and who is allowed to continue breathing. with unholy flames and they take fire damage equal to the
This oath emphasizes the power you hold over another being damage they dealt to you multiplied by half your Charisma
over any emotions or worldly laws. Its central principles are modifier, rounded up. A creature cannot be resistant to this
as follows:
damage unless they are resistant to both fire and necrotic
damage, and the same goes for immune. A creature is
Crush Resistance. If one wishes to save those who are vulnerable to this damage if they are vulnerable to either fire
unworthy, they are to be judged as equal to those unworthy or necrotic damage.
beings. Destroy any who would protect an unworthy creature.
Corrupt Touch
Punish the Disgraceful. Those who have proven unworthy of
living - the ugly things of this world that defy the natural way Also at 3rd level, you gain the ability to warp your healing
of the world or have proven themselves unable to continue on light into a powerful weapon. You can expend any amount of
in a meaningful way and bring about more worthy people into points of your Lay on Hands and make a melee spell attack
this world - should be slaughtered and destroyed in any against a creature. On a hit, you deal necrotic damage equal
means necessary.
to twice the points you expended.
Burn the Breeding Grounds. If a location has proven to In addition, when you gain this feature, you may have your
produce a large amount of unworthy creatures, that place Divine Smite deal necrotic damage rather than radiant
must be destroyed. Without these safe havens for the ugly damage. If you do, it deals its increases damage to celestials
beings, this world will become a truly proper place. in addition to the other types listed.
Oath Spells Spells Aura of Debilitation
,
You gain oath spells at the levels listed. , Starting at 7th level, you are surrounded by a 10-foot aura
, that tears away the resistance the unworthy would show
Oath of Slaughter Spells , toward you. Creatures of your choice in this aura take a
, penalty to their saving throws equal to one half of your
Paladin Level proficiency bonus.
3rd
5th At 18th level, the range of this aura increases to 30 feet.
9th
13th NAME
17th
Beginning when you reach 15th level,
NAME
At 20th level,
CHAPTER 2 | CLASSES
56
Psion
The psion class recieves new features and subclasses in this
section.
Optional Class Features
You gain class features in the Audalis Player's Handbook
when you reach certain levels in your class. This
section
offers additional features that you can gain
as a psion.
Unlike
the features in the Audalis Player's Handbook, you
don't gain
the features here automatically. Consulting
with your DM,
you decide whether to gain a feature
in this section if you
meet the level requirement
noted in the feature's description.
These features
can be selected separately from one another;
you
can use one, both, or none of them.
Additional Psion Manifestations
1st-level psion feature
The powers in the following list expand the psion
manifestation list in the Audalis Player’s Handbook. The list
is organized by power level, not character level. A power’s
school of psionics is noted.
Fluctuating Talents
3rd-level psion feature
You have begun working through your own mind and finding
the roots of all psionic talents being linked together.
Whenever you finish a long rest, you can focus in on these
roots and replace one psion talent you know with another
talent from the psion manifestation list.
CHAPTER 2 | CLASSES
57
Disciple of Annulment
Disciples of annulement master the use of counter-offensive
tactics to shut down their foes before they can harm them or
their allies.
Disciple of Annulment Manifestations
You can choose from the list of annulment manifestations, as
well as psion manifestations, when you prepare
manifestations
L1
L1
L6
L10
L14
L18
L20
CHAPTER 2 | CLASSES
58
Disciple of the Hivemind Shattered Form
Disciples of the Hivemind use powerful manipulative powers
and mass amounts of psicrystals to overpower their foes and At 20th level, you can assume a form of shattered crystal,
rise their allies from the depths of defeat. intermingling with your psicrystals and floating alongside
them for 1 minute. While in this form, you gain the following
Disciple of the Hivemind Manifestations benefits:
You can choose from the list of hivemind manifestations, as You are resistant to bludgeoning, piercing, and slashing
well as psion manifestations, when you prepare damage.
manifestations Any talent you manifest through a psicrystal deals
additional psychic damage equal to your proficiency
Restriction: Shardmind Only bonus.
Your AC becomes 19 if it is not already higher.
Due to their innate understanding and use of magical and The cost of your Psicrystal Barrage becomes 2, rather
psionic crystals, shardminds are the only race able to become than 3. In addition, you can manifest a additional talent
a disciple of the hivemind. per the feature in this way.
Once you use this feature, you cannot use it again until you
Swarm of Crystals finish a long rest.
Beginning when you join this discipline at 1st level, you gain a
psicrystal. You still gain your normal psicrystal at 2nd level.
This psicrystal can grant you an additional skill proficiency,
but cannot cause you to add twice your proficiency bonus to a
skill. You gain an additional psicrystal at 6th level, 14th level,
and 20th level. These additional psicrystals do not grant you
proficiency in an additional skill.
Empowering Crystals
Also at 1st level, you may expend psi points, up to the number
of psicrystals you have, to deal additional damage whenever
you manifest a talent. Each point expended deals an
additional 2 damage of the same type as the talent's damage.
If the talent deals no damage, the DC of the talent instead
increases by 1 for every two additional points expended.
These points do not count toward your psi limit.
Manyfaceted Attack
When you reach 6th level, you learn to split your attacks
through your psicrystals. When you manifest a power
through one of your psicrystals, as per its Psychic Conduit
feature, you can manifest a talent through another of your
psicrystals, provided each takes 1 action to manifest.
Logic Link
Starting at 10th level, you can transfer impacts and damage
from your psicrystals to your own being. WHenever one or
more of your psicrystals would take damage, you can choose
to take all of the damage instead. If more than one psicrystal
takes damage from the same effect, you must take all of the
damage taken by each, or none of the damage at all.
Shattering Crystals
Beginning at 14th level, when you would take damage, you
can instead sacrifice one of your psicrystals and take only
half damage from that attack.
Psicrystal Barrage
Starting at 18th level, whenever you manifest a power
through one of your psicrystals, you can manifest a talent
through each of your other psicrystals, but you must expend
3 psi points for each talent manifested this way.
CHAPTER 2 | CLASSES
59
Disciple of Mending Destiny of the Strong
Disciples of mending take the ideas of mind over body to the
extreme, stitching the physical forms of others and At 20th level, you have unlocked the secrets of life and death
themselves back together with pure mental energy. and can control them at a whim. As an action, you can touch
a creature that has been dead for no longer than 1 month and
Disciple of Mending Manifestations spend 15 psi points. This neutralizes any Poisons and cures
both normal and magical Diseases afflicting the creature
You can choose from the list of mending manifestations, as when it died. This ability does not remove curses and if such
well as psion manifestations, when you prepare an effect is not removed prior to use of this ability, they afflict
manifestations the target on its return to life. This effect closes all mortal
wounds and restores any missing body parts, as well as
Soothing Psionics restoring any skin, flesh, or bone that has rotted or gone
missing while removing any rot still there.
At 1st level, you can force a creature's wounds to disappear
with calming psionic energy. If the target's soul is unwilling to return, they get a -4
penalty to all attack rolls, saving throws, and ability checks.
Whenever you manifest a power of 1st level or higher to This penalty goes away after the target takes a long rest. If
restore hit points to a creature, you can spend additional psi the target's soul is trapped or unable to return, you may make
points, up to your Intelligence modifier so long as it does not an Intelligence (Psionics) check contested by a Wisdom
surpass your psi limit. If you do, that power restores an saving throw by the creature keeping their soul trapped, or a
additional number of hit points equal to the additional psi DC set by the DM otherwise.
points spent.
The target is restored to life with all of their hit points, and
At 10th level, the creature instead regains additional hit gains any effects from your Psion abilities as though you had
points equal to twice the number of additional psi points manifested a power that restores hit points to them. In
spent. addition, they regain up to 7 levels of spell slots, or up to 7 psi
points, in any combination of their choice.
Split Healing
You cannot use this ability again until you finish a short or
Also at 1st level, you have learned to channel your power long rest.
across multiple creatures.
Whenever you manifest a power of 1st level or higher to
restore hit points to a creature, so long as it has a range of
touch, you may target two creatures rather than one,
restoring half the hit points rounded down to each.
Renewal
Beginning at 6th level, you can cause a creature's mind to
bring their body into a stable state.
As an action, you can expend 2 psi points per rolled death
saving throw of a creature you touch to give them hit points
equal to your Intelligence modifier.
Strength of Body
Starting at 10th level, you cause the mind's of creatures to
fortify their bodies from injury.
Whenever you manifest a power of 1st level or higher to
restore hit points to a creature, that creature gains a +1
bonus to AC until the start of your next turn.
Strength of Mind
Beginning when you reach 14th level, your mind lets out
waves of energy that strengthen those around you when you
aid them.
Whenever you manifest a power of 1st level or higher to
restore hit points to a creature, that creature gains abonus to
each of their saving throws equal to one half your Intelligence
modifier, rounded down (Minimum 1).
Equilibrium of Body and Mind
Starting when you reach 18th level, you are able to precisely
control the energies of your mind enough to restore just
enough strength to someone.
Whenever you roll one or more dice to restore hit points
with a power, any die that results under the average becomes
the average instead. For example, instead if you roll under a 2
on a d4, it becomes 2 instead.
CHAPTER 2 | CLASSES
60
Ranger Fighting Style Options
2nd-level ranger feature
The ranger class recieves new features and subclasses in this When you choose a fighting style, the following styles are
section. added to your list of options.
Optional Class Features Adept Hunter
You gain class features in the Audalis Player's Handbook You have learned to avoid blows while reading your weapons
when you reach certain levels in your class. This
section and taking aim. You have a +4 bonus to AC against
offers additional features that you can gain
as a ranger. opportunity attacks from using a ranged weapon in melee
Unlike the features in the Audalis Player's Handbook, you reach of an enemy, and you no longer have disadvantage on
don't gain the features here automatically. Consulting
with such attacks. In addition, you can use a free action to sheathe
your DM, you decide whether to gain a feature
in this section a ranged weapon you are wielding.
if you meet the level requirement
noted in the feature's
description. These features
can be selected separately from Two-Fang Striker
one another; you
can use one, both, or none of them.
When you engage in two-weapon fighting, you can make your
Deft Explorer Options offhand attack without using a bonus action, and can do so
1st-level ranger feature
each time you make an attack with your main hand. This
When you choose a deft explorer option, the following offhand attack must be against the same target as the
choices are added to your list of options. mainhand attack. Additionally, choose one of the following
weapons: Handaxe, sickle, battleaxe, longsword. You can use
Scenter the chosen weapon as though it had the finesse and light
properties.
Due to your years of hunting and traveling, you have learned
the tricks of the trade. You are able to mask your scent while
traveling by spending 1 minute, so long as you have access to
leaves, dirt, or dung. This gives you a +5 bonus to stealth.
Alternatively, you can use quickly create makeshift
pheremones for a beast or monstrosity you have seen before
over the course of one minute. These pheremones are
applied immediately and last for 1 minute. While they are
active, you have a +5 bonus to persuasion and animal
handling checks against that target.
Naturalist
You have survived for long spans of time in the wilderness
and are able to make use of every part of your prey, as well as
knowing how to avoid the creatures you cant quite handle.
Choose one skill: Arcana, Carving, Psionics, or Tumble. You
gain proficiency in the chosen skill if you don’t already have it,
and you can add double your proficiency bonus to ability
checks using that skill.
CHAPTER 2 | CLASSES
61
Ranger Archetype: Steel Whirlwind
{Lore}
Steel Whirlwind Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Steel
Whirlwind Spells table. The spell counts as a ranger spell for
you, but it doesn't count against the number of ranger spells
you know.
Steel Whirlwind Spells
Ranger Level Spells
3rd jaws of the wolf, yield ground
5th blur, butcher's glee
9th curse of impending blades, haste
13th flashing blades, gravel vortex
17th implement of cruelty, steel wind strike
Slayer's Mark
Starting when you join this archetype at 3rd level, you gain
the ability to mark a creature you hit with a melee attack.
While marked, you gain a bonus to damage rolls against that
creature equal to half your proficiency bonus, rounded up.
This mark lasts until the end of your next turn, or until you
mark a different creature.
Battleforged
Beginning at 7th level, while you are wielding a one-handed
weapon in each hand and make an attack with both on your
turn against a creature you have marked, you can take the
dash action once as a free action.
Undaunted Stride
Starting when you reach 11th level, you are no longer
effected by difficult terrain except for damage. In addition,
any time you are in difficult terrain, you can use a reaction to
gain a bonus to your AC or a Dexterity saving throw equal to
your Wisdom modifier. You can use this feature a number of
times equal to your Wisdom modifier, regaining all expended
uses when you finish a short or long rest.
Twin-Blade Storm
Beginning at 15th level, you gain the ability to strike faster
than a creature can follow. You can choose for your attacks to
be against a contested Dexterity saving throw from the target
rather than AC. When you hit with an attack in this way, you
deal an additional amount of thunder damage equal to the
damage die of your weapon.
CHAPTER 2 | CLASSES
62
Rogue
The rogue class recieves new features and subclasses in this
section.
Optional Class Features
You gain class features in the Audalis Player's Handbook
when you reach certain levels in your class. This
section
offers additional features that you can gain
as a rogue.
Unlike
the features in the Audalis Player's Handbook, you
don't gain
the features here automatically. Consulting
with your DM,
you decide whether to gain a feature
in this section if you
meet the level requirement
noted in the feature's description.
These features
can be selected separately from one another;
you
can use one, both, or none of them.
Highly Skilled
1st-level rogue feature, replaces expertise
At 1st level, choose three skills or tools you are not proficient
with. You become proficient with those skills.
At 6th level, you can choose three more options to gain this
benefit.
CHAPTER 2 | CLASSES
63
Enforcer
Enforcers are the heavy lifters and extortionists of the
roguish world. LORE LORE LORE LORE LORE
Brutish
When you choose this archetype at 3rd level, you gain the
ability to use your sneak attack with any melee weapon, so
long as it lacks the heavy and two-handed properties.
You also gain an additional way to use your sneak attack;
you don't need advantage on the attack roll to use your sneak
attack against a creature if you are grappling it.
Enforcer's Armaments
Also at 3rd level, you gain proficiency with medium, shields,
and three martial melee weapons of your choice. These
weapons must lack the heavy and two-handed properties.
Intimidating
Beginning when you reach 7th level, you gain the ability to
unnerve your foes. As a bonus action, you can make an
Charisma (Intimidation) check against a creature you can see
that isn’t incapacitated, contested by the target’s Wisdom
(Insight) check. If you succeed, you have advantage on attack
rolls against the target.
This benefit lasts for 1 minute, until you use it on another
target, or until you do not hit the target on your turn.
Constricting Grip
Starting at 13th level, while you are grappling a creature, you
can use a bonus action to make a Strength (Athletics) check
against the creature's Strength (Athletics). If you succeed, the
creature is restrained rather than grappled until the end of
your next turn.
Heavy-Handed
Beginning at 17th level, you learn to make the most of
immobilizing your opponents. Any time you hit a creature you
are grappling and apply sneak attack, your sneak attack
damage against that target increases by 3d6.
CHAPTER 2 | CLASSES
64
Shaman Speak with Spirits Begin
Beginning when you reach 2nd level, you gain the ability to to an
The shaman class recieves new features and subclasses in speak to spirits of the lost. You can cast speak with dead at have
this section. will. When you do, you can assume the guise of a familiar dama
Guardian Spirits face to the target, causing them to favor you and treat you as
Beginning at 1st level, you have finished your rite of passage the face you adopt. Un
and gained the ability to call upon Guardian Spirits to fight Start
with you and grant you and your allies boons. You gain the Once you use this feature, you can't use it again until you apply
companionship of a spirit of your choice from below, gaining finish a short or long rest. Spirit
more as shown in the Guardian Spirit section of the Shaman one o
table. Each spirit takes 1 bonus action to summon and lasts Shamanic Rite
for up to 1 minute, until slain, or until you dismiss it as a free At 3rd level, you choose the rite you wish to emulate in the Un
action. While within 15 feet of your spirit, creatures of your exercise of your shamanic rituals and powers. Your Rite When
choice gain certain effects, determined by the type of spirit. grants you features at 3rd level, and again at 6th level, 10th spirit
These effects do not apply to other Guardian Spirits. You can level, and 14th level. maxim
have a maximum number of Guardian Spirits summoned at a Spirit
time equal to half your proficiency bonus, and can summon a Spirit Shield
total number of them equal to your Wisdom modifier, Beginning at 5th level, your Guardian Spirits protect you and Sh
regaining all expended uses on a short or long rest. You can your allies and bolster your defenses. You and each creature
only have one of each Guardian Spirit summoned at a time. of your choice within 15 feet of a Guardian Spirit gains a +1 At 3r
bonus to AC. This bonus stacks if the target is within 30 feet
Eagle of two or more Guardian Spirits. Rit
You d
Darkvision 60ft
Fly 60ft
Talons, 1d4 force
Adv on wis checks, Spirit's Fangs yours
+1d4 damage to ranged weapons Starting when you reach 7th level, your spiritual powers
strengthen your Guardian Spirits. Each of their attacks deal Boo
Bear an extra die of damage and count as magical for the purpose
of overcoming resistance and immunities. Begin
Walk 40ft
Claws, 1d10 force
Adv on str checks, +1d4 damage of you
to str weapons Spirit's Eyes gain h
Also at 7th level, you gain the ability to see through the eyes they g
Tiger of your Guardian Spirits while they are within 100 feet of
you. In addition, you gain any special senses of your currently Spir
Walk 50ft
Claws, 1d8 force
Adv on dex checks, adv on opp summoned Guardian Spirits, and they gain and you have.
atks Your Guardian Spirits do not gain special senses you gained Start
from another Guardian Spirit. action
Thrummer you c
Spirit Strike throw
Walk 15ft
Peck, 1d6 force
+1 AC, adv on con checks Beginning at 9th level, you learn to infuse weapons with attack
spiritual energy. Whenever a creature you can see within 15 make
Stag feet of you or one of your Guardian Spirits hits with a melee
weapon attack, you can choose to have them deal an Gre
Walk 60ft
Horns, 1d6 force
+15 speed, opp atks have dis vs additional 1d4 force damage. You can use this ability only
you once per round. Begin
Spirit
Owl When you reach 13th level, you can use this ability twice this a
per round but only once per turn. This increases to three regai
120 darkvision
Fly 60ft
Talons, 1d4 force
Adv on Int checks, times per round at 17th level, and you can use it any number
30ft darkvision of times per turn. Aur
Healing Spirit
Also at 1st level, you can let loose pulses of healing spiritual Bonds of the Clan Start
energy as an action. Each creature within 15 feet of you or 30 Starting when you reach 11th level, any Shaman feature that feet o
feet of your Guardian spirit gains 1d6 + your Wisdom has a range of 15 feet increases to 30 feet. In addition, you throw
modifier hit points. A creature can only receive this healing can call up to two Guardian Spirits as a single bonus action
once per turn, regardless of if they are within 30 feet of both when you call them forth. Rit
yourself and your Guardian Spirit. You C
Spirit Tide giving
The amount of the healing increases as you gain levels in
this class, as shown in the Healing Spirit column of the Boo
Shaman table.
Begin
You can use this ability a number of times equal to half of you
your Wisdom modifier, regaining all expended uses when you bonu
finish a long rest.
Wra
CHAPTER 2 | CLASSES
65
Sorcerer
The sorcerer class recieves new features and subclasses in
this section.
Optional Class Features
You gain class features in the Audalis Player's Handbook
when you reach certain levels in your class. This
section
offers additional features that you can gain
as a sorcerer.
Unlike the features in the Audalis Player's Handbook, you
don't gain the features here automatically. Consulting
with
your DM, you decide whether to gain a feature
in this section
if you meet the level requirement
noted in the feature's
description. These features
can be selected separately from
one another; you
can use one, both, or none of them.
CHAPTER 2 | CLASSES
66
Warden Class Features
As mountains stand fast against the buffeting wind
and trees As a warden, you gain the following class features
bend but do not break in the storm, wardens are stalwart
protectors who draw on the primal
spirits of nature to defend Hit Points
the natural world from
those who would corrupt or destroy it.
Some wardens
use the power of earth and stone to shield Hit Dice: 1d10 per warden level
their allies
from harm, whereas others summon the primal Hit Points at 1st Level: 10 + your Constitution modifier
strength within themselves to increase their ferocity
and Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
tenacity.
modifier per warden level after 1st
As a warden, you might be the staunch defender
of a tribe,
chosen by the spirits to be your people’s
champion. Perhaps Proficiencies
you were visited by spirits at a
sacred grove and charged with
protecting it against a
spreading corruption. You might have Armor: Leather, hide, shields
been raised by
a bear or nurtured by dryads, chosen from Weapons: Simple melee, martial melee, simple ranged
infancy to
stand fast against nature’s enemies. Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Endurance,
Primal power waits in the ground beneath your
feet, surges Medicine, Intimidate, Nature, and Perception
with every beat of your heart, and flows
through your lungs
with every breath. The world
cries out to you, calling for a
champion to defend it.
Will you heed its call?
The Warden
Level Proficiency Bonus Features Primal Incarnations Known
1st +2 Font of Life, Guardian's Might, Nature's Wrath ─
Warden's Fury, Warden's Grasp ─
2nd +2 Warden Conclave, Primal Incarnation 2
3rd +2 Ability Score Increase 2
Extra Attack 2
4th +2 Warden Conclave feature 3
5th +3 Elementalist Adept 3
Ability Score Increase 3
6th +3 ─ 4
7th +3 Warden Conclave feature 4
Panacea 4
8th +3 Ability Score Increase 5
9th +4 Powerful Incarnations 5
Warden Conclave feature 5
10th +4 ─ 6
11th +4 Ability Score Increase 6
Split Incarnations 6
12th +4 ─ 7
13th +5 Ability Score Increase 7
Spirit of Nature 7
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6
CHAPTER 2 | CLASSES
67
Equipment Warden's Grasp
Also at 2nd level, as a reaction when an enemy marked by you
You start with the following equipment, in addition to the within 30 feet of you makes an attack, casts a harmful spell,
equipment granted by your background: or manifests a harmful power that does not include you as a
target you can move the target 5 feet in any direction along
(a) a martial weapon and a shield or (b) two martial solid ground. If you do, the target's speed is halved and it
weapons cannot take the disengage action until the end of its next turn.
(a) five javelins or (b) any simple melee weapon
(a) a Dungeoneer's Pack or (b) an Explorer's Pack Warden's Conclave
(a) leather armor or (b) hide armor At third level, choose a conclave that best suits your
Font of Life connection to the primal energy of the world. The conclave
At the start of each of your turns, you and any creature of you choose grants you features at 3rd level, then again at 6th,
your choice within 15 feet of you can make a saving throw 10th, and 14th level.
against an effect rather than at the end of that creature's turn.
If this saving throw is against ongoing damage, such as the Primal Incarnation
after effects of searing smite, you do not take the damage if Also at 3rd level, you gain the ability to manifest an Primal
you pass. Incarnation, granting a variety of effects. You can enter an
If the creature fails the saving throw granted by this effect, incarnation as a bonus action and it lasts for 1 minute or until
they can still make the saving throw as normal. you dismiss it as a bonus action. You learn two such
incarnations and learn an additional incarnation at 6th, 9th,
Guardian's Might 12th, 15th, and 18th level. You can use these incarnations a
Wardens connect with the natural world in a variety of ways number of times equal to half your proficiency bonus
to augment their fighting abilities. Choose one of the rounded up, and regain all expended uses when you finish a
following options. short or long rest.
Earthstrength If an incarnation calls for a saving throw, the DC is equal to
8 + your proficiency bonus + the modifier used for your AC as
While you are not wearing heavy armor, you can use your per your Guardian's Might feature.
Constitution modifier in place of your Dexterity modifier to
determine your AC. Incarnation of Winter's Herald
In addition, when you use Warden's Fury or Warden's Ice as strong as steel forms over your armor, while frost on
Grasp, you gain a bonus to AC equal to half your Constitution the ground around you hinders your enemies’ movement. At
modifier. The bonus lasts until the end of your next turn. the time you choose, you can swing your weapon in a freezing
whirlwind that holds your enemies in place.
Wildblood
While in this incarnation you gain a +1 bonus to AC and
While you are not wearing heavy armor, you can use your gain resistance to cold damage. You have a 10 foot radius
Wisdom modifier in place of your Dexterity or modifier to aura that moves with you and it counts as difficult terrain.
determine your AC. You and creatures you choose are immune to the difficult
terrain caused by this aura, as well as any creature immune
In addition, when you use Warden's Fury or Warden's to cold damage.
Grasp, each enemy marked by you takes a penalty to attack
rolls for attacks that don’t include you as a target. The penalty Additionally, you can choose to unleash a powerful
equals your Wisdom modifier and lasts until the end of your whirlwind once while in this incarnation. Each creature
next turn. under the effects of your aura must make a Constitution
saving throw, taking cold damage equal to your level and have
Nature's Wrath their movement speed set to 0 until the end of your next turn
Once during each of your turns, you can mark each adjacent on a failure, or half as much damage and having their speed
enemy as a free action. This mark lasts until the end of your halved on a success. Once you use this feature, you cannot
next turn. use it again until you use your Primal Incarnation again.
Warden's Fury Incarnation of the Stone Sentinel
Beginning when you reach 2nd level, when an adjacent
enemy marked by you makes an attack or casts a harmful Your body becomes a fusion of flesh and rough stone,
spell that does not include you as a target, you can make an invigorated by your connection to the earth.
opportunity attack against them. If you hit, your allies have
advantage against the target until the beginning of your next While in this incarnation, you regain hit points equal to
turn. your Constitution modifier at the beginning of each of your
turns.
Additionally, you can choose to absorb some of the planets
invigorating essence once while in this invocation. You regain
hit points equal to one fourth of your maximum hit points.
Once you use this feature, you cannot use it again until you
use your Primal Incarnation again.
CHAPTER 2 | CLASSES
68
Incarnation of Summer Fire Additionally, you can choose to redirect an attack toward
yourself. When a creature is attacked within your reach, you
A crown of flames on your head, a burst of fire around your can become the new target of that attack, even if you are not
weapon, and a smoldering inferno in your eyes mark your in range of it. Once you use this feature, you cannot use it
transformation, protecting you from fire as you later erupt in again until you use your Primal Incarnation again.
flames to sear your foes.
Incarnation of the Rowan Sentinel
While in this incarnation, you gain a +2 bonus to damage
rolls and resistance to fire damage. You have a 10 foot radius Your skin becomes smooth bark that crackles with lightning.
aura that moves with you. Each creature of your choice Your arms lengthen to complete your transformation. At the
within the aura has all fire damage dealt to them reduced by moment you choose, your attack delivers a barrage of
an amount equal to half your level in this class. lightning
that staggers your foe.
Additionally, you can choose to release a great inferno once While in this Incarnation, you gain resistance to lightning
while in this invocation. Each creature of your choice within damage and your reach increases by 5 feet. The range of your
30 feet of you makes a Dexterity saving throw, taking fire Nature's Wrath becomes 15 feet.
damage equal to your level in this class plus your
Constitution or Wisdom modifier on a failed saving throw, or Additionally, you can channel the energy from your bark
half as much on a success. Once you use this feature, you into an attack. As an action, make a melee weapon attack
cannot use it again until you use your Primal Incarnation against a creature. On a hit, you deal the normal damage of
again. the weapon and the target takes 5 lightning damage at the
start of each of its turns. It can make a Constitution saving
Incarnation of the Stonecrusher throw at the end of each of its turns, ending the effect on a
success. Once you use this feature, you cannot use it again
Stony plating spreads to armor your body and root you to the until you use your Primal Incarnation again.
ground. When the time is right, you can swing your weapon in
a great burst and smash your foes to the ground. Incarnation of the Yew Sentinel
While in this Incarnation, you gain a +2 bonus to AC and You become stiff and strong, coating yourself in dark bark.
you can choose to move up to 10 feet less whenever you are Your arms lengthen and you grow taller. At the moment you
forcefully moved. choose, you unleash flames upon your foes.
Additionally, you can shatter the ground beneath your foe, While in this incarnation, you gain resistance to fire
making it impossible for them to flee. As an action, make a damage and your reach increases by 5 feet.
melee weapon attack. On a hit, you deal the normal damage
of the weapon and the target has is considered grappled by Additionally, you can channel the energy from your bark
the ground. Once you use this feature, you cannot use it again into an attack. As an action, make a melee weapon attack
until you use your Primal Incarnation again. against a creature. On a hit, you deal extra fire damage equal
to twice the damage die of your weapon. The target takes 5
Incarnation of the Willow Sentinel fire damage at the beginning of each of its turns and can
make a Constitution saving throw at the end of each of its
Your skin takes on the appearance of smooth bark, and you turns, ending this effect on a success.
draw strength from the earth. Your presence heightens your
allies’ endurance, and your viny branches help protect your Incarnation of the Fearsome Ram
nearby friends
You become mightier and faster, manifesting the horns and
While in this incarnation, you cannot be moved against hooves of a ram. Your attacks push your foes around the
your own or knocked prone. In addition, you can choose one battlefield, and you can make another attack to push a foe and
creature, or yourself, per turn that you start your turn knock it prone.
adjacent to. That creature gains a +2 bonus to Constitution
saving throws. While in this incarnation, your walking speed increases by
10 feet and whenever you hit a creature, you can force them
Additionally, you can choose to cause roots to sprout and to make a Strength saving throw if they are one size larger
distract a foe. As a reaction when you or a creature you can than you or smaller. If they fail, they are pushed 5 feet away
see is hit with an attack, you can impose a -4 penalty to that from you.
attack roll. Make a ranged weapon attack against the target,
using Wisdom instead of your Dexterity. On a hit, you deal Additionally, you can choose to charge your foe, slamming
1d8 + your Wisdom modifier bludgeoning damage to the into them with the force of a great ram. You can move up to
triggering target. Once you use this feature, you cannot use it your speed without provoking opportunity attacks and make a
again until you use your Primal Incarnation again. melee weapon attack against a creature you end up in reach
of. On a hit, your weapon deals an additional die of damage
Incarnation of the Oak Sentinel and can push the creature of to 15 feet, moving into the
spaces they had occupied without provoking opportunity
Your skin thickens into rough bark, and your hair becomes a attacks. Once you use this feature, you cannot use it again
mane of leaves. Your arms lengthen so that you can attack until you use your Primal Incarnation again.
your
foes and protect your allies from a distance.
While in this incarnation, your reach increases by 5 feet
and any creature you hit with a melee attack takes additional
damage equal to your Strength modifier.
CHAPTER 2 | CLASSES
69
Incarnation of the Relentless Panther While in this Incarnation, you take less damage from all
attacks equal to your Constitution modifier and gain a +2
You take on the bestial fangs, sleek fur, and hunting grace of a bonus to Constitution and Wisdom saving throws.
panther. At the time you choose, you can make a nimble
attack,
darting across the battlefield to deal a bleeding wound Additionally, you can choose to charge your foe, slamming
to one of
your foes into them with your full body. As an action, move up to your
movement speed without provoking opportunity attacks, then
While in this incarnation, you gain a bonus to Dexterity make a melee weapon attack against a creature in your
saving throws equal to your proficiency bonus and gain a +1 reach. On a hit, you deal two additional dice of damage with
bonus to attack rolls against creatures marked by you. In your weapon and can push the target up to 10 feet. Once you
addition, you can choose to move only half your movement use this feature, you cannot use it again until you use your
speed on a turn. If you do, you cannot be targeted by attacks Primal Incarnation again.
of opportunity.
Incarnation of the Blood Wolf
Additionally, you can choose to pounce on an unsuspecting
foe, tearing into him with the force of a big cat. You can move Your body hunches forward and your legs grow longer as you
up to your speed without provoking opportunity attacks and take on the aspect of a wolf. You can make a single savage
make a melee weapon attack against a creature you end up in assault to throw your foe off balance, setting it up for you to
reach of. You gain a bonus to the attack roll and damage roll knock it down with your next attack.
equal to half your proficiency bonus. The target takes 5
slashing damage at the beginning of each of their turns and While in this Incarnation, your walking speed increases by
can make a Constitution saving throw at the end of each turn, 10 feet and you gain a +3 bonus to attack rolls against
ending the effect on a success. Once you use this feature, you creature below half their maximum hit points. If you have
cannot use it again until you use your Primal Incarnation advantage on an attack roll, you can choose to roll only one
again. die. If you hit, you knock the target prone.
Incarnation of the Frenzied Wolverine Additionally, you can lash out, tearing at the target and
making it hard for them to focus through the pain. As an
You strike wounded foes with particular ferocity. When the action, make a melee weapon attack. If you hit, you deal the
time is right, you make a brutal attack against your chosen normal damage of the attack and you have advantage on
foe,
opening a bleeding wound. attack rolls against the target. At the end of each of the
target's turns, it can make a Wisdom saving throw, ending the
While in this Incarnation, you gain a +2 bonus to attack advantage on a success. Once you use this feature, you
rolls against any creature that is below half their maximum cannot use it again until you use your Primal Incarnation
hit points or taking ongoing damage. again.
Additionally, you can choose to lash our fiercely, tearing Incarnation of the Displacer Beast
into your foe. As an action, make a melee weapon attack
against a creature. On a hit, the target takes the normal Your appearance shimmers as light warps around you, and
effects of the attack and takes 5 slashing damage at the you
take on a feline aspect. At the time you choose, you can
beginning of each of their turns. They can make a make a
double attack.
Constitution saving throw at the end of each of their turns,
ending the effect on a success. You regain 1d10 + half your While in this Incarnation, roll a d20 any time you are hit by
warden level hit points. Once you use this feature, you cannot an attack. On an 11 or higher, you take half damage instead.
use it again until you use your Primal Incarnation again.
Additionally, you can use an illusionary attack, followed by
Incarnation of the Storm Eagle the sting of your actual blade. As an action, make two melee
weapon attacks. When the first one hits, you deal an
Majestic feathered wings sprout from your back, and additional die of damage and the damage is psychic. If the
lightning
crackles around your talonlike hands, as you leap second attack hits, you deal the normal damage of your
into the air. weapon. Once you use this feature, you cannot use it again
until you use your Primal Incarnation again.
While in this Incarnation, you gain resistance to lightning
damage and gain a flying speed equal to your walking speed. Incarnation of the Jungle Lord
If you end your turn in the air, you fall to the ground.
Your chest grows broader, your arms lengthen, and your legs
Additionally, you can choose to dive at your target, striking shorten as you take on the aspect of a great ape. As you climb
them with electric blades. As an action, you can move up to with ease, your powerful attacks position your enemies
your speed without provoking opportunity attacks, then make exactly
where you want them.
a melee weapon attack against a creature in your reach. On a
hit, you deal the normal damage of that weapon as lightning While in this Incarnation, you gain a climb speed equal to
damage and the target is stunned until the end of your next your walk speed and a bonus to Dexterity saving throws
turn. Once you use this feature, you cannot use it again until equal to half your proficiency bonus.
you use your Primal Incarnation again.
Additionally, you can slam your weapon against your foe
Incarnation of the Charging Boar with the force of an alpha ape. As an action, make a melee
weapon attack against a creature. On a hit, you deal three
Your features twist and contort as tusks push out from your additional dice of damage. Once you use this feature, you
jaw.
The fury of the boar fills you when you choose to crash cannot use it again until you use your Primal Incarnation
into your
foe, knocking it across the battlefield. again.
CHAPTER 2 | CLASSES
70
Incarnation of the Autumn Reaper Additionally, you can unleash the power stored within your
metal hide. As an action, make a melee attack roll. This attack
Your body becomes like the dry form of a tree in late autumn, roll applies to every creature within 15 feet of you. On a hit,
and death clings to you. Your attacks drain the life from your you deal two additional dice of damage and the damage
foes, and in one great blow, you can sap the strength from an ignore resistances and treats immunities as resistance. Once
enemy you use this feature, you cannot use it again until you use
your Primal Incarnation again.
While in this Incarnation, you gain resistance to necrotic
damage and your reach increases by 5 feet. Eachach of your Incarnation of the Soul Serpent
weapon attacks deal extra necrotic damage equal to half your
proficiency modifier. You take on the aspect of the soul serpent, keeper of the gate
of
dreams. The world becomes a ghostly landscape in which
Additionally, you can drain the life force of your foes. As an you
feel your foes as much as see them. Your eyes flash, and
action, make a melee weapon attack against a creature. On a when
you choose, you can dazzle nearby foes with a glance
hit, you deal 2d8 necrotic damage and gain that many hit
points. In addition, the target deals half damage with weapon While in this Incarnation, you gain a +1 bonus to AC and
attacks. They can make a Constitution saving throw at the Constitution saving throws. You also gain tremorsense to a
end of each of their turns, ending this effect on a success. range of 30 feet.
Once you use this feature, you cannot use it again until you
use your Primal Incarnation again. Additionally, you can try to overpower the will of a nearby
creature. As an action, one creature you can see within 30
Incarnation of the Chimera feet of you must make a Wisdom saving throw. On a failure,
the target takes 2d10 psychic damage and you can make the
As your head takes on a leonine aspect, two additional heads target move 25 feet in any direction you wish on a failure, or
sprout from your shoulders: a ram’s and a dragon’s half as much damage and the target only moves up to 10 feet
on a success. Once you use this feature, you cannot use it
While in this Incarnation, enemies gain no benefit from again until you use your Primal Incarnation again.
flanking you and any time you move at least 10 feet before
making a melee weapon attack, you can shove the target as a Ability Score Increase
free action. When you reach 4th Level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Additionally, you can let out a gout of flame. As an action, by 2, or you can increase two Ability Scores of your choice by
you breath a 15-foot cone of fire. Each creature in the cone 1. As normal, you can’t increase an ability score above 20
must make a Dexterity saving throw, takind 2d10 fire damage using this feature.
on a failure, or half as much on a success. Any creature who
failed takes 10 fire damage at the beginning of each of their Extra Attack
turns and can make a Constitution saving throw at the end of Starting at 5th level, you can make two attacks when you take
each of their turns, ending the effect on a success. Once you the Attack action instead of one.
use this feature, you cannot use it again until you use your
Primal Incarnation again. Elementalist Adept
Beginning at 7th level, whenever you gain resistance to a
Incarnation of Spring Renewal damage type from an Primal Incarnation, each creature of
your choice within 10 feet of you also has resistance to that
Brilliant light surrounds you, lifting you up and filling you damage type.
with
vitality. You can gather this energy and unleash it in a
burst of
searing light, but doing so leaves you momentarily Panacea
disoriented. Starting when you reach 11th level, you gain a bonus equal to
your proficiency bonus on saving throws made to avoid taking
While in this Incarnation, you gain resistance to necrotic one of the following damage types: acid, cold, fire, lightning,
damage and gain a fly speed equal to your walking speed. If thunder, poison.
you end your turn in the air, you fall to the ground.
Powerful Incarnations
Additionally, you can rejuvinate yourself at the cost of your Beginning when you reach 13th level, you can use the special
focus. As an action, you can choose to gain a number of hit feature of each of your incarnations an additional time while
points equal to 7 time your level, but you are stunned. At the in them.
beginning of each of your turns, you can make a Wisdom
saving throw, ending the stun on a success. Once you use this Split Incarnations
feature, you cannot use it again until you use your Primal Starting at 17th level, you can enter two Element
Incarnation again. Incarnations at a time rather than just one. If you enter both
simultaneously, it costs only one use of your Primal
Incarnation of the Starmetal Warrior Incarnation and uses one bonus action.
Your skin hardens into gleaming dark metal, and the ground
shudders beneath your heavy tread. Cosmic winds swirl
around
you, hindering airborne foes. When you lash out in
fury, you
make a devastating attack against nearby enemies
While in this Incarnation, you gain a +2 bonus to AC and
any creature within 100 feet of you has its flying speed, if any,
reduced to 5 feet.
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71
Spirit of Nature Additionally, you can choose to use the savage draining bite
When you reach 20th level, you have achieved peak unity with of the Primal Beast once while in this incarnation. Make a
the elements of the world. You can use your Primal melee weapon attack against a target. On a hit, you deal 3d12
Incarnation an unlimited number of times. Additionally, your piercing damage and regain hit points equal to the damage
Strength and your choice of Wisdom or Constitution each dealt. The target makes a Constitution saving throw at the
increase by 2 to a maximum of 22. beginning of each of its turns, taking 10 piercing damage on a
failure or ending the effect on a success. All damage dealt by
Warden's Conclave this feature counts as magical for the purpose of overcoming
resistance and immunities. Once you use this feature, you
At 3rd level, you join a Conclave of your choice. cannot use it again until you use your Primal Incarnation
again.
Bloodwrath Guardian Horned Champion
The primal power you wield has formed a bond between you You have communed with the spirits of the land and have
and the natural creatures of the world. In their myriad forms, been found worthy of the horned champion’s mantle. You
you see fractured reflections of a greater being: the Primal transcend the flesh you were born with to become the chosen
Beast, who was the world’s first predator. All the hunting vessel of nature’s spirits. Your duty is to take up arms against
animals of the world—mighty lions and howling wolves, lowly the fell creatures of the land, to put an end to their
ferrets and soaring eagles—hold a distant echo of the Primal destruction, and to restore the splendor of the untamed
Beast in their hearts. wilds.
In your commitment to protect the world from demons, Becoming a horned champion is a transformative
aberrations, and other beings that would corrupt the balance experience. Gone are the simple concerns that bound you to
of nature, you find yourself growing closer to the Primal the world. You see the world on a grander scale, as an
Beast’s perfection. That growth is reflected in your organism that must be protected against the abominations
bloodwrath—the heightened speed you gain when you adopt that would siphon its strength for dark purposes. You appear
an Primal Incarnation, and the fury that punishes the to have no ties to people or places, only to your weighty
enemies you mark. At the pinnacle of your path, you at last mission, leading many to feel as though you lack
gain the ability to take on the form of the Primal Beast. understanding of the individual’s plight. Although it’s true that
you care little for the individual’s suffering, giving no more
Wrathful Speed attention to a mortal’s difficulties than one would show to an
insect, your concern encompasses the natural world and all
Beginning when you join this Conclave at 3rd level, you things living in it. Thus, in a way, your ties to others are
master the Primal Beast’s tactics of the chase. While in an deeper than friendship, for they are forged from the bonds
Primal Incarnation, your base walking speed increases by 10 that connect all living things.
feet and you gain a swim and climb speed equal to your
walking speed. Fervent Pursuit
Bloodwrath Frenzy Beginning when you join this Conclave at 3rd level, any
creature you hit with an opportunity attack has their speed
Starting at 6th level, when you hit a creature marked by you halved until the end of their next turn.
with a melee weapon attack, you gain a +2 bonus to the
damage roll. Blessings of Spring
Warding Frenzy Starting at 6th level, whenever you use an Primal Incarnation
on your turn, you regain hit points equal to half your level in
Starting when you reach 10th level, you gains a bonus to AC this class.
equal to half your Constitution modifier.
Impetuous Stride
Primal Incarnation: Incarnation of the
Primal Beast Beginning at 10th level, whenever a creature hits you or a
creature of your choice that started its turn within 10 feet of
Starting at 14th level, you gain the Incarnation of the Primal you with an opportunity attack, that creature takes piercing
Beast as an option for your Primal Incarnation. damage equal to 5 + your Wisdom modifier.
Your body becomes a hunched thing of fur and shadow, an Primal Incarnation: Incarnation of the
echo of the archetypal predator, the Primal Beast. When you Leaping Stag
muster your strength for a great attack, you deal a grievous
wound to your foe. Starting at 14th level, you gain the Incarnation of the Leaping
Stag as an option for your Primal Incarnation.
While in this incarnation, your reach increases by 5 feet
and you can make opportunity attacks whenever a creature Great horns sprout from your head as primal power
moves within your reach. Your claws become an unarmed quickens your step. Your charging assault can leave an enemy
melee weapon, dealing slashing damage equal to 1d10 plus senseless.
your Strength modifier rather than the normal bludgeoning
damage and count as magical for the purpose of overcoming While in this incarnation, your base walking speed
resistance or immunity. increases by 20 feet and you can move through enemy's
spaces. Any creature you move through is marked by you
until the end of your next turn.
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72
Additionally, you can channel the power of the strongest Verdant Lord
horned beasts, charging your foes once while in this Like the trees of the forest, you draw strength from the loamy
incarnation. You move up to your speed. Each creature whose earth, from the water that spills from the sky and flows
space you move through must make a Strength saving throw, across the land, and from the radiance of the sun. You
taking 3d10 piercing damage and being stunned on a failed embrace the essence of the tree, becoming the forest’s
save, or half damage and being unable to take reactions until protector, its champion against those that would despoil it.
the end of their next turn on a successful save. All damage When you use your primal powers, shoots of new growth
from this feature counts as magical for the purpose of emerge from the ground, flowers bloom, and trees straighten
overcoming resistance and immunities. Once you use this with renewed vigor.
You favor Primal Incarnations that let
feature, you cannot use it again until you use your Primal you take on treelike forms, but even when you take on other
Incarnation again. aspects, the earth responds with growth. As the culmination
Storm Sentinel of this path, you can take on a form like that of a treant,
To many, there is no clearer expression of the power of smashing foes and objects alike with a weapon held in your
nature than the raging fury of the storm. Churning clouds, branchlike fists.
crashing thunder, and blasting lightning are manifestations of
the rage coursing through the world when its natural laws Writhing Roots
are violated and its purity corrupted. When gods or
primordials overstep their bounds, when demons or aberrant Beginning when you join this Conclave at 3rd level, any time
beings try to tear the fabric of reality, the fury of a storm— you are in an Primal Incarnation, you have a 5 foot aura of
and its cleansing rain—are part of nature’s response. difficult terrain around you. You and any creature you choose
ignores this difficult terrain and gets a +1 bonus to AC while
Most wardens draw power from the earth. As an in the aura.
incarnation of the storm’s wrath, your greatest primal power
comes from the sky. Lightning flows in your veins, and Iron Boughs
thunder booms in your footsteps. As you advance along this
path, you can transform yourself into wind and rain and can Beginning at 6th level, any time you hit a creature marked by
ultimately take on the aspect of storm’s wrath. you, you get a +2 bonus to the damage roll. In addition, you
gain resistance to poison damage.
Critical Jolt
Awaken the Forest
Beginning when you join this Conclave at 3rd level, whenever
you score a critical hit, you deal extra lightning damage equal Starting when you reach 10th level, your Writhing Roots
to your Strength modifier. become a 15 foot radius aura and any creature you did not
choose to be unaffected by it that starts its turn in that aura
Undying Wind or enters it for the first time on each of its turns must make a
Dexterity saving throw, taking 1d10 + your Strength modifier
Starting when you reach 6th level, any time you would regain bludgeoning damage.
hit points from a spell, power, or ability, you regain additional
hit points equal to your Constitution modifier. Primal Incarnation: Incarnation of the
Verdant Lord
Storm Steps
Starting at 14th level, you gain the Incarnation of the Verdant
Beginning at 10th level, any time you take the Dash action on Lord as an option for your Primal Incarnation.
your turn, you gain a fly speed equal to your walk speed until
the end of your next turn. If you do not take the Dash action You transform into a treant, sprouting roots that draw
on your turn, you fall at the end of your turn. strength from the earth and growing branches that sap life
from your foes.
Primal Incarnation: Incarnation of the
Storm's Wrath While in this incarnation, your reach increases by 5 feet
and you gain a bonus to any Strength checks equal to your
Starting at 14th level, you gain the Incarnation of the Storm's Constitution modifier. At the start of each of your turns, you
Wrath as an option for your Primal Incarnation. and each ally within 15 feet of you gains hit points equal to
your Wisdom modifier.
Thunder crashes around you as your skin becomes the
dark blue-gray of thunderclouds and your eyes flash with Additionally, you can call upon the power of the earth and
lightning. cause your roots to immobilize your foes once while in this
incarnation. Each creature in your Writhing Roots aura that
While you are in this incarnation, any creature that starts you did not choose to be unaffected must make a Strength
its turn adjacent to you is marked until the end of your next saving throw, taking 5d8 bludgeoning damage and has its
turn. Each creature that starts its turn marked by you takes speed set to 0 on a failure, making an additional saving throw
thunder damage equal to your Wisdom modifier as long as to end this effect at the end of each of its turns. On a
you are not incapacitated. At the start of each of your turns, successful save, the target takes half as much damage and
you may choose one creature you can see within 15 feet of has its speed set to 0 until the end of your next turn.
you. That creature takes lightning damage equal to 5 + your
Wisdom modifier.
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73
Warlock Battle Star
The warlock class recieves new features and subclasses in Prerequisite: 7th level, dread star cantrip
this section. Even when under duress, your mastery of the dread star
cantrip keeps assailants on their guard. When you cast dread
Optional Class Features star while you are within reach of another creature, you do
not provoke opportunity attacks as a result of its casting, and
You gain class features in the Audalis Player's Handbook you do not have disadvantage on ranged spell attacks that you
when you reach certain levels in your class. This
section make while you are within reach of another creature.
offers additional features that you can gain
as a warlock.
Unlike the features in the Audalis Player's Handbook, you Binding Blast
don't gain the features here automatically. Consulting
with
your DM, you decide whether to gain a feature
in this section Prerequisite: eldritch blast cantrip
if you meet the level requirement
noted in the feature's When you hit a creature with your eldritch blast cantrip for
description. These features
can be selected separately from the first time on your turn, that creature must make a
one another; you
can use one, both, or none of them. Strength saving throw against your spell save DC. If the
creature fails, the creature cannot make its movement until
Eldritch Invocation Options after the beginning of your next turn, as chains, tendrils, or
When you choose eldritch invocations, you have access
to other magical bindings constrict it.
these additional options.
Tearing Claws
Blazing Star
Prerequisite: shadow claws cantrip
Prerequisite: dread star cantrip
When you cast shadow claws, add your Charisma modifier to
When you cast dread star, add your Charisma modifier to the the initial damage it deals on a hit.
damage it deals on a hit.
Dragging Claws
Bursting Star
Prerequisite: shadow claws cantrip
Prerequisite: dread star cantrip
When you hit a creature with shadow claws, you can choose
When you cast dread star, you may target two adjacent to move it 5 feet in a direction of your choice.
creatures rather than just one.
Rotting Claws
Jailing Star
Prerequisite: shadow claws cantrip
Prerequisite: 5th level, dread star cantrip
The initial damage of shadow claws becomes a d10 rather
When you hit a creature with dread star, reduce its speed by than a d8, and you can choose to deal necrotic or cold
an additional 10 feet until the end of your next turn. damage when you hit with it.
Shifting Star Shadow Bind
Prerequisite: dread star cantrip
Prerequisite: shadow claws cantrip
Your patron gifts you with the power to alter the essence of When you cast shadow claws, you can choose to grapple a
your dread star. When you hit a creature with your dread target with it instead, using the attack roll as your grapple
star, you can change its damage type to one of the following: check. On a success, they are grappled until the end of your
acid, bludgeoning, cold, fire, force, necrotic, piercing, poison, next turn.
psychic, slashing, or thunder.
Choking Shadows
Sapping Star
Prerequisite: shadow claws cantrip, shadow bind
Prerequisite: dread star cantrip
When a creature starts its turn grappled by your shadow
Your patron’s influence infects creatures you assault with claws, it takes 1d8 cold damage.
eldritch energy. When you hit a creature with your dread star
cantrip for the first time on your turn, that creature cannot Speed of Shadows
regain hit points until the beginning of your next turn.
Prerequisite: shadow claws cantrip
Stunning Star Your shadow claws become exceptionally fast. When you cast
shadow claws, you can choose to have the target now makes
Prerequisite: dread star cantrip
a Dexterity saving throw rather than you making an attack
When you hit a creature with your dread star for the first time roll. If the target rolls a 1 on the d20, the cantrip deals
on your turn, that creature cannot take reactions until the damage as though it were a critical hit.
beginning of your next turn.
Rending Claws
Prerequisite: shadow claws cantrip
Your shadow claws are able to rend even the toughest armor.
When you cast shadow claws, you gain a +2 to the attack roll
if the target is wearing heavy armor, and +1 if the target is
wearing medium armor.
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74
Vampiric Claws Prerequisite: Celestial patron
Prere
You can cast Detect Evil and Good and Detect Poison and When
Prerequisite: shadow claws cantrip
Disease at will without expending a spell slot. dama
When you reduce a creature to 0 hit points with your shadow than
claws, you gain temporary hit points equal to the damage Celestial's Rage with i
dealt.
Prerequisite: 7th level, Celestial patron
Har
Rampaging Claws You may expend four uses of your Healing Light to cast Body
of the Sun or Eyes of the Sun at their lowest level without Prere
Prerequisite: shadow claws cantrip
expending a spell slot. When cast this way, you may Your
When you reduce a creature to 0 hit points with your shadow concentrate on both at the same time. If your concentration your
claws, you can use your bonus action to make another attack ends on one, it ends on both.
with your shadow claws against a creature within range.
Deific Protection
Parasitic Lifeform
Prerequisite: Pact of the Talisman, Celestial patron
Prerequisite: Ancient Parasite patron
Whenever someone other than yourself adds the pact of the
Whenever you deal damage with a spell using a warlock spell talisman feature to a roll while within 15 feet of you, you may
slot, you regain hit points equal to the number of damage dice use your reaction to expend one usage of your Healing Light
rolled plus the spell level. to heal the target.
Plaguebearer Glorious Beacon
Prerequisite: 7th level, Ancient Parasite patron
Prerequisite: 7th level, Celestial patron
Necrotic damage you deal with warlock spells ignores You may expend four uses of your Healing Light to cast
resistance and treats immunity as resistance. Beacon of Hope without expending a spell slot. When cast
this way, this spell does not require concentration.
All Consuming
Gilded Arc
Prerequisite: 10th level, Ancient Parasite patron
When you use your Consume the Dying ability, you regain Prerequisite: Pact of the Arc, Celestial patron
two uses of your Parasitic Touch rather than one. When you hit with your Pact of the Arc weapon, you may
expend either a number of uses of your Healing Light, to a
Willful Healing maximum of your warlock spell slot level, or a warlock spell
slot. For each slot level or use of Healing Light expended, add
Prerequisite: Celestial patron
1d8 radiant damage to the attack.
When you use your Healing Light, add your Charisma
modifier to the healing. Aegis of the Gods
Blessed Healing Prerequisite: Pact of the Bastion, Celestial patron
Whenever you heal a creature with your Healing Light, the
Prerequisite: Celestial patron
target or yourself is granted the effects of shield of faith until
When you heal a creature with your Healing Light, that the end of your next turn.
creature is considered to be under the effects of Bless until
the end of your next turn. Divine Sword
Celestial's Scorn Prerequisite: Pact of the Blade, Celestial patron
When you hit with your Pact of the Blade weapon, you may
Prerequisite: 5th level, dread star cantrip, Celestial patron
choose to expend a use of your Healing Light to heal yourself.
You can channel the radiance of the gods through your dread The die for this healing equals the damage die for your
star. When you hit a creature with your dread star, you can weapon.
cast fireball at 3rd level as a bonus action centered on the
creature you hit. You can do so a number of times equal to Holy Helper
half our proficiency bonus using this feature, regaining all
features Prerequisite: Pact of the Chain, Celestial patron
You can use your Healing Light on any creature within 30 feet
Eyes of the Angel of your familiar. In addition, any time you use your Healing
Light to heal a creature, your familiar gains the same amount
Prerequisite: Celestial patron
of hit points. Any amount over its maximum are gained as
You can cast fear once using a warlock spell slot. You cannot temporary hit points.
cast this spell this way again until you finish a long rest.
Blessed Talisman
Celestial's Presence
Prerequisite: Pact of the Talisman, Celestial patron
Prerequisite: Celestial patron
Your talisman is blessed by your patron, granting it stronger
You may expend two uses of your Healing Light to cast one of power. The bonus granted by your talisman applies to any
the following spells at 1st-level without using a spell slot: skill check made by the wearer, regardless of proficiency in
bane, bless, command, protection from good and evil, the skill.
sanctuary, or shield of faith
Holy Flare
Angel Sight
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75
Pain-Filled Shadows Phantom Wounds
Prerequisite: Pact of the Chain, Binder patron
Prerequisite: Binder patron
Your shadow familiar's shadow touch attack deals d8s of You may cast inflict wounds once using a warlock spell slot.
damage rather than d6s. You can choose the damage to be When you do, the damage is psychic rather than necrotic. You
slashing, necrotic, or cold. cannot cast this spell this way again until you finish a long
rest.
Shared Soul
Shield of Shadows
Prerequisite: 7th level, Pact of the Chain, Binder patron
When you take damage, you can use your reaction to redirect Prerequisite: Pact of the Bastion, Binder patron
any amount of it to your shadow familiar. Any damage While wielding your Pact of the Bastion shield, you can cast
redirected this way is doubled. shield without expending a spell slot a number of times equal
to your Charisma modifier. When cast this way, it gains a
Darker Shadows range of 15 feet and can be cast when any creature you can
see in that range is hit by an attack or targeted by magic
Prerequisite: shadow claws cantrip, Binder patron
missile. You regain all expended uses on a long rest.
When you use your shadow claws, the damage caused when
the target moves becomes a d10 rather than a d8, and the Angel's Rebuking
damage is your choice of necrotic, cold, or psychic damage.
Prerequisite: Pact of the Bastion, Celestial patron
Animal Rouser While wielding your Pact of the Bastion shield, you can cast
angelic rebuke without expending a spell slot a number of
Prerequisite: Pact of the Bone
times equal to one half your proficiency bonus, rounded
You may cast animate dead animals once without expending down. You regain all expended uses on a long rest.
a spell slot. You cannot cast this spell this way again until you
finish a long rest. Parasite of Forms
Coldflame Blade Prerequisite: Ancient Parasite patron
You may cast animal aspect once without expending a spell
Prerequisite: 7th level, Pact of the Blade, Binder patron
slot. You cannot cast this spell this way again until you finish
While wielding your Pact of the Blade weapon, you can cast a long rest.
bladethirst at 1st level at will without expending a spell slot.
Mind of the Celestial
Force of Nature
Prerequisite: Celestial patron
Prerequisite: Pact of the Blade, Ancient Parasite patron
You may cast blessings of courage and life once without
While wielding your Pact of the Blade weapon, you can cast expending a spell slot. If you end the spell early to restore hit
brambles at 1st level targeting your weapon at will without points, you may expend uses of your Healing Light to restore
expending a spell slot. additional hit points to the same target. You cannot cast this
spell this way again until you finish a long rest.
Celestial's Gift
World of Nothingness
Prerequisite: Celestial patron
You can cast common prayer and divine favor at 1st level at Prerequisite: Pact of the Chain, Binder patron
will without expending a spell slot. While both you and your shadow familiar are within 60 feet
of the target, you may cast sensory deprivation without
Stabbing Shadows expending a spell slot a number of times equal to one half
your proficiency bonus, rounded down. You regain all
Prerequisite: 7th level, Pact of the Blade, Binder patron
expended uses on a long rest.
While wielding your Pact of the Blade weapon, you can cast
duskwalk at 1st level without expending a spell slot a number Parasitic Control
of times equal to your Charisma modifier. You regain all
expended uses on a long rest. Prerequisite: 11th level, Ancient Parasite patron
You can cast the awaken spell once without expending a spell
Shadow's Advantage slot or consuming material components. When cast this way,
it is treated as being under the effects of dominate monster
Prerequisite: Binder patron
for 30 days. You cannot cast this spell this way again until you
If you are hidden from an enemy, you may cast first strike at finish a long rest.
will without expending a spell slot.
Gift of Shadows
Shadow Knowledge
Prerequisite: Pact of the Chain, Binder patron
Prerequisite: Pact of the Tome, Binder patron
You may cast bestow enchantment at will targeting your
You can cast identify once using a warlock spell slot. You shadow familiar without expending a spell slot.
cannot cast this spell this way again until you finish a long
rest. Fiendblooded
Prerequisite: 11th level, Fiend patron
You can cast Blood of Fire using a warlock spell slot once.
You cannot cast this spell this way again until you finish a
long rest.
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76
Exile's Fall
Prerequisite: 11th level, Fallen Exile patron
You can cast falling star once using a warlock spell slot. You
cannot cast this spell this way again until you finish a long
rest.
Glory of the Heavens
Prerequisite: 11th level, Celestial patron
You can cast draw upon holy might once using a warlock
spell slot. You cannot cast this spell this way again until you
finish a long rest.
Cosmic Defense
Prerequisite: 7th level, Pact of the Bastion, Fallen Exile
patron
You can cast alpha's starshield once without expending a
spell slot. You cannot cast this spell this way again until you
finish a long rest.
Otherworldly Defense
You can cast eldritch barrier at 3rd level at will without
expending a spell slot.
Holy Defender
Prerequisite: 7th level, Pact of the Bastion, Celestial patron
While wielding your Pact of the Bastion shield, you can cast
guardian of faith once without expending a spell slot. You
cannot cast this spell this way again until you finish a long
rest.
Perfect Defense
Prerequisite: 11th level, Pact of the Bastion
You can cast ironguard once without expending a spell slot.
You cannot cast this spell this way again until you finish a
long rest.
Copper Conspiracy
Prerequisite: 7th level, Currency Conspiracy patron
You can cast fool's gold once without expending a spell slot.
You cannot cast this spell this way again until you finish a
long rest.
Unbreakable
Prerequisite: Pact of the Bastion
While wielding your Pact of the Bastion shield, you can cast
iron robes at will without expending a spell slot.
Heavenly Shield
Prerequisite: Celestial patron, Pact of the Bastion
X
X
Prerequisite:
X
CHAPTER 2 | CLASSES
77
Otherworldly Patrons Shadow Familiar
At 1st level, a warlock gains the Otherworldly
Patron feature, Also at 1st level, you gain the find familiar spell and can cast
which offers you the choice of a
subclass. it as a ritual. When you do, you may choose to gain a point of
exhaustion and instead of summoning a normal familiar, you
Binder may summon a shadow familiar.
A binder is a warlock who bends the power of extraplanar
entities to his or her will through the use of mystic words, The shadow familiar is more durable and powerful than a
true names, and powerful arcane symbols and talismans. standard familiar. It shares the warlock's proficiency bonus,
Unlike warlocks who cleave to one master, a binder might and has maximum hit points equal to five times your warlock
call on several different creatures and entities as a means of level.
channeling arcane power. Because they seek to master the
magic of controlling other creatures, all binders fear having Your shadow familiar can take the form of any creature a
the power they channel turned against them in the end. normal familiar can, but gains the following traits:
Like all warlocks, binders are typically distrusted by The Shadow Familiar has darkvision out to a range of 120
common people who know the tales of the dark bargains on feet.
which their power is built. Eschewing a single master might The Shadow Familiar has advantage on all stealth checks
seem to offer a binder a level of freedom from direct, malign in dim light or darkness.
manipulation. However, binders have a reputation for The Shadow Familiar has a Shadow Touch attack with a
unpredictability that makes them as feared as hexblades and range of touch, dealing 1d6 necrotic damage and can
other warlocks. attack on its turn. This damage increases by 1d6 at 7th,
11th, and 17th level. When you reach 7th level, the
Warlocks channel arcane magic and the spiritual energy of Shadow Familiar can attack twice when it takes the
their slain foes. A binder's spells are focused on twisting Attack action rather than once.
reality more than on single combat - manipulating enemies
and putting them at a disadvantage to hasten their demise. Shadow's Trickery
Binders rely on their allies to dispatch foes, and for the
protection that allows them to freely work their magic. Starting at 6th level, your link to the shadows and your
Shadow Familiar grow stronger. Your Shadow Familiar can
As a seeker of knowledge and power, as well as one who use the Help action from 10 feet away, but can use it to grant
seldom wishes to endure the scrutiny of the common folk for another creature disadvantage or advantage.
long, a binder makes a good adventuring partner. Legends
and rumors lead a binder onward into the unknown, as do In addition, you gain the ability to walk through shadows.
the whispers of the entities that provide the binder's power. As a bonus action on your turn, you can teleport up to 30 feet
to a spot you can see, provided the space you are standing in
Expanded Spell List and the destination are both in dim light or darkness. You can
use this a number of times equal to your Charisma modifier,
You gain patron spells at the warlock level listed. regaining any expended uses on a long rest.
Binder Expanded Spell List Shadowed Resistance
Spell Level Spells Beginning at 10th level, you and your Shadow Familiar gain
1st hateful shade, shadows temporary hit points whenever you finish a short or long rest
2nd bridge of shades, shadow armor as shadows encase you and sink into your skin. These
3rd web of shadows, creeping dark temporary hit points equal your warlock level + your
4th shadow refuge, unseen claw Charisma modifier.
5th shadow world, wings of night
Additionally, you and your Shadow Familiar gain resistance
Bonus Cantrips to necrotic and cold damage.
At 1st level, you learn the ray of frost and shadowthorn Shadow Legion
cantrips. They count as warlock cantrips for you, but they
don't count against your number of cantrips known. Starting when you reach 14th level, you can cause shadows
to erupt from the ground at your command, becoming
creatures of darkness that lunge at your foes. Choose a point
within 300 feet. You conjure a shadow duplicate of each
creature of your choice within 15 feet of that point. Each
shadow lasts 1 minute or until slain and has hit points equal
to half your Shadow Familiar's maximum hit points. Each
shadow has any melee attacks of the target's but lacks and
spellcasting or manifesting. The shadows have a +5 to hit and
all damage they deal is your choice of cold or necrotic. An
enemy takes 1d6 necrotic damage for each shadow it starts
its turn next to.
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78
Warlord
You gain class features in the Audalis Player's Handbook
when you reach certain levels in your class. This
section
offers additional features that you can gain
as a warlord.
Unlike the features in the Audalis Player's Handbook, you
don't gain the features here automatically. Consulting
with
your DM, you decide whether to gain a feature
in this section
if you meet the level requirement
noted in the feature's
description. These features
can be selected separately from
one another; you
can use one, both, or none of them.
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79
Scourge's Presence Wretched Allegiance
A Warlord with the Scourge Presence is one who wreaks
havoc on the battlefield, demoralizing their foes as a way to Beginning when you reach 11th level, your aid to your allies
keep their allies safe. They sever the links of command shines through. You can take the Helpful Word bonus action
through opposing forces and cause their allies to be able to without expending a leadership die so long as you use your
strike better in unison. Hateful Scourge feature. In addition, whenever you or an ally
you are adjacent to scores a critical hit against a creature
They are a terrifying force to face on the battlefield, with a melee weapon, you may add an additional damage die
whether alone or backed by their allies. They may be a weapon damage die when determining the extra damage.
veteran war leader who has learned hard loss through their
troops under them, learning to exert their will upon their foes Surge of Steel
to keep it from happening again. They could also be someone
who barely survived on their own, now seeking to keep all Starting at 15th level, whenever you use your Shift the Field
they hold precious from coming that close to disappearing. ability, each ally you effect can immediately use their reaction
to make an attack of opportunity before or after the
A Scourge can come from any background, but typically is movement.
someone who has learned to control their willpower and
force it unto others, channeling it like a second weapon. Tidebreaker
Restriction: Sendrian Only Beginning at 18th level, whenever a creature misses you or
an ally with an attack, you may immediately make an attack
Sendrians have a tendency to practice demoralizing war of opportunity without using your reaction. You cannot add
tactcs, and train to preject their will as a weapon. Scourge your modifier or any bonuses to the damage of this attack.
Warlords are found there and must undergo secret training to
progress to this strength.
Restriction: Alignment
Due to the nature of this subclass, you must have any evil
alignment to take it.
Martial Proficiency
Starting at 1st level when you take this Presence, you gain
proficiency in heavy armor, shields, and martial weapons. In
addition, you gain 1 hit point whenever you gain a level in this
class.
Scornful Gaze
Beginning at 1st level, when you roll initiative, you can
subtract your Charisma modifier from the roll of a number of
enemies you can see equal to your proficiency bonus.
Hateful Scourge
Starting when you reach 3rd level, you have learned to
specialize in striking weak points and can instruct your allies
on how to do so as well. When you use your Helpful Word,
you can forgo giving them advantage and choose instead to
add one half of your Charisma modifier to an ally's critical hit
range.
Glory of Tyrannis's Heart
Staring at 7th level, you can inspire your companions to fight
for glory. As a bonus action, you can expend a leadership die
and touch a creature that is unconcious with 0 hit points.
That creature gains 1 hit points, then you roll the die and the
target gains temporary hit points equal to the result. The
target also gets a bonus to its next weapon attack roll equal to
the result of the die.
You can use this feature once per target, regaining the
ability to do so when you finish a long rest.
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80
Wizard
You gain class features in the Audalis Player's Handbook
when you reach certain levels in your class. This
section
offers additional features that you can gain
as a wizard.
Unlike the features in the Audalis Player's Handbook, you
don't gain the features here automatically. Consulting
with
your DM, you decide whether to gain a feature
in this section
if you meet the level requirement
noted in the feature's
description. These features
can be selected separately from
one another; you
can use one, both, or none of them.
CHAPTER 2 | CLASSES
81
School of the Lawmage
Restriction: Drannish Only
Only Drannish humans may choose the Lawmage arcane
tradition. Lawmages are an important part of society in
Drannon, and others learning their secrets could undermine
their authority.
Voice of Reason
When you choose this arcane tradition at 2nd level, you gain
the friends cantrip if you don't already know it. You also gain
proficiency in History, and your choice of Persuasion or
Intimidation, as well as learning one additional language of
your choice.
When you cast the friends cantrip, the spell does not
require somatic components, and the target does not become
aware of the spell nor become automatically hostile towards
you afterwards. If the creature is suspicious something may
have happened, they may make a Wisdom (Insight) check
against your spell save DC, becoming aware on a success.
They still do not become automatically hostile, but can use
their knowledge to decide how to continue.
Strength of Law
Also at 2nd level, you gain an additional 2 maximum hit
points, plus 1 more whenever you gain a level in this class. In
addition, you gain proficiency with light armor and simple
weapons.
In addition, while wearing light armor, you can treat any
simple weapon you wield as an arcane focus.
Light of Civilization
Beginning at 6th level, creatures take a penalty equal to your
Intelligence modifier on saving throws against any spell you
cast that would charm, restrain, or paralyze a creature but
deals no damage.
Lawful Denial
Starting when you reach 10th level, any creature charmed by
you is considered charmed by each of your allies as well. In
addition, any creature restrained by one of your spells is
considered paralyzed instead.
Final Say
Beginning at 14th level, spells you cast count as 6th level if
they are not already higher for the sake of spells such as
counterspell or dispel magic. In addition, your concentration
on any spell that charms, restrains, or paralyzes a creature
and deals no damage cannot be broken as the result of
damage.
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82
Feats Metapsionics
Prerequisite: The ability to manifest at least one power
Dagger Mastery
Prerequisite: Proficiency with daggers, Strength or Dexterity You are an adept shaper of psionic abilties, and can twist
15+
them to suit your needs. When you take this feat, choose two
You have mastered these seemingly simple weapons, options from the following list: Delay Power, Enlarge Power,
allowing you greater use of them. You gain the following Extend Power, Hide Power, Maximize Power, Persistent
benefits: Power, Quicken Power, Twin Power. You gain those effects.
You can take this feat multiple times, but must pick two new
Melee attacks with dagger you make deal an extra die of metapsionics options each time.
damage and treat the damage dice of the dagger as a d6
on a critical hit. You gain this benefit only if you are Delay Power [Metapsionics]
wielding only one dagger.
You gain a +1 to hit with melee attacks using daggers You can manifest a power that triggers a set duration after
against creatures wearing medium armor, or a +2 against manifestation.
creatures wearing heavy armor.
The short and long range for your thrown daggers When you manifest a power, you can choose to delay it. A
increases by 20 feet. delayed power doesn't activate until 1 to 5 rounds after you
While wielding a dagger in each hand, you can make an finish manifesting it. You determine the delay when
attack with both daggers instead when you use a bonus manifesting the power, and it cannot be changed once set.
action to attack with your offhand weapon. Do not add The power activates just before your turn on the round you
your ability modifier to either of these attacks. designate. Only powers that target an area or have a range of
self or touch may be affected by this feat. Any decisions you
Mindshaper Initiate would make about the power (including attack rolls,
You learn two talents of you choice from the psion's designating targets, or determining or shaping an area) are
manifestation list, or any of its subclasses' lists. decided when the power is manifested, while any effects
resolved by those affected by the power (includeing saving
In addition, choose one 1st-level power from that same throws) are decided when the power triggers. A delayed
list. You learn that spell and can cast it at its lowest level. power may be negated normally during the delay, and can be
Once you cast it, you must finish a long rest before you detected normally in the area or on the target with powers
can cast it again using this feat. that can detect psionic effects. A delayed power costs a
Your manifesting ability for these powers is Intelligence. number of power points equal to its standard cost +6.
Mindbreaker Enlarge Power [Metapsionics]
You have practiced to disrupt the careful flows of psionic
energy from a manifester using powerful melee techniques, You can manifest powers farther than normal.
gaining the following benefits: When you manifest a power, you can choose to enlarge it.
When a creature within 5 feet of you manifests a power, An enlarged power has its range doubles. Powers whose
you can use your reaction to make a melee weapon attack range are not defined by distance do not have their ranges
against that creature. increased. An enlarged power costs a number of power points
When you damage a creature that is concentrating on a equal to its standard cost +2.
power, that creature has disadvantage on the saving throw
it makes to maintain its concentration. Extend Power [Metapsionics]
You have advantage on saving throws against powers
manifested by creatures within 5 feet of you. You can manifest powers that last longer than normal.
When you manifest a power, you can choose to extend it.
Combat Manifestation
Prerequisite: The ability to manifest at least one power An extended power lasts twice as long as normal. An
extended power costs a number of power points equal to its
You are adept at manifesting powers in combat, learning standard cost +2.
techniques that grant you the following benefits:
Hide Power [Metapsionics]
You have advantage on Constitution saving throws that you
make to maintain your concentration on a power when you You can manifest powers without a telltale display.
take damage.
When a hostile creature's movement provokes When you manifest a power, you can choose to hide it. A
an opportunity attack from you, you can use your reaction to
manifest a power at the creature, rather than making an psionic power can be manifested with no display. The hidden
opportunity attack. The power must have a casting time of 1 power costs a number of power points equal to the standard
action and must target only that creature. cost + 2.
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83
Maximize Power [Metapsionics] Lightforged
Prerequisite: Aasimar race
You can manifest powers to maximum effect. You have managed to conquer a powerful light within
When you manifest a power, you may choose to maximize yourself, being able to pull more strength forward than your
lesser brethren. You gain the following benefits to your
it. All variable, numeric effects of a maximized
power are Healing Hands racial feature:
maximized. A maximized power deals maximum
damage,
cures the maximum number of hit points, affects the You heal an amount equal to your level, rather than one
maximum number of targets, and so on, as appropriate. For half your level.
example, a maximized whitefire deals 20 points of damage. You can use your Healing Hands a number of time equal
Saving throws and opposed rolls (such as the one you make to your Charisma modifier (minimum 1).
when you manifest negate psionics) are not affected. Powers You regain all uses of Healing Hands on a short rest.
without random variables are not affected. The maximized
power costs a number of power points equal to its standard Tide Attuned
cost + 6. Prerequisite: Brathunspar race
You are an exceptional member of your race, prized for your
Persistent Power [Metapsionics] wit and cunning. You gain the following benefits:
Prerequisite: Extend Power You have advantage on all Intelligence, Wisdom, and
You make one of your powers last all day. Charisma saving throws against manifestations.
When you manifest a power, you may choose to make it You have advantage on any roll made to craft a poison or
potion.
persistent. A persistent power has a duration of 24 hours. You regain all uses of the Speak with Animals spell
The persistent power must target self or have a fixed range; granted to you by your Innate Spellcasting on a short rest.
you can't use this feat on a power with a variable range, or on
a power with an instantaneous duration. A persistent power Tempered
costs a number of power points equal to its standard cost + 8. Prerequisite: Bladeling race
Your body is much stronger and more dangerous than those
Quicken Power [Metapsionics] of your other kin, setting you apart as a prodigy. Yo ugain the
following benefits:
You can manifest a power with a moment's thought.
When you manifest a power, you may choose to quicken it. Your Blade Protrusions deal 1d6 rather than 1d4 damage.
You gain resistance to your choice of fire or cold damage.
Manifesting a quickened power is a bonus action.
You can The range of your bladestorm increases by 5 feet,
perform another action, even manifest another
power, in the becoming either a 10 ft by 35 ft line for spine bladelings, a
same round as you manifest a quickened power.
You may only 15 ft sphere for hook bladelings, or a 20 ft cone for sword
manifest one quickened power per round. A
power whose bladelings.
time to manifest is more than 1 action
cannot be quickened.
The quickened power costs a number
of power points equal Slippery Mind
to its standard cost + 8. Prerequisite: Cidal race
Among your mixed peoples, you stand out even more so. You
Twin Power [Metapsionics] have proven to be extremely skilled and seem to be able to
pull out of even the most dire circumstances. You gain the
You can manifest a power simultaneously with another
power following benefits:
just like it.
You have advantage on Deception checks made to lie or
When you manifest a power, you may choose to twin it. spread rumors.
Manifesting a power altered by this feat causes
the power to Any time you would roll a natural 1 on an attack roll,
take effect twice on the target, as if you were
simultaneously saving throw, or ability check, you may reroll that die. You
manifesting the same power two times on the
same location must keep the new result, even if it is a 1.
or target. Any variables in the power (such as targets, shaping
an area, and so on) apply to both of the
resulting powers. The
target suffers all the effects of both
powers individually and
receives a saving throw for each. In
some cases, failure of
both of the target’s saving throws
results in redundant effects,
such as a twined charm person, although any ally of the
target would have to succeed at two negate attempts in order
to free the target from the charm. A twinned power
costs a
number of power points equal to its standard cost + 8.
CHAPTER 3 | CUSTOMIZATION
84
Split Ancestry Bewildering
Prerequisite: Dragonborn race
Prerequisite: Blue Goblin race
Your body is a mix of more than one ancestry. Choose a You have a much stronger mind than others of your kind, and
second subrace, excluding Platinum or Ruby. The subrace your natural psionic power is able to create much stronger
chosen must be of the same grouping as your current effects. You gain the following effects:
subrace as shown below. You gain all benefits of your new
subrace except for ability score changes. In addition, you You have advantage on all Psionics checks
become able to recharge your breath weapon on a roll of a 4 Creatures have disadvantage against powers manifested
to 6 and gain an additional use of it. through your Naturally Psionic trait, and you have
advantage on attack rolls with them.
Amethyst, Crystal, Emerald, Obsidian, Sapphire, Topaz
Black, Blue, Green, Orange, Red, White Risk Taker
Brass, Bronze, Copper, Gold, Silver Prerequisite: Fire Goblin race
Fang, Mithral, Brown, Purple, Steel You have even less regard for your own life than others of
your kind, letting you willingly put yourself in more dangerous
Hejaren situations. You gain the following effects:
Prerequisite: Gilskalos race
You are wise above your peers and are able to understand the You gain proficiency in the Athletics and Tumble skills.
spirits of the world better than most. You gain the following Whenever you make a Strength (Athletics) or Dexterity
benefits: (Tumble) check where you put yourself in danger (in which
you might lose hit points), your proficiency bonus is
You have advantage on perception checks made to detect doubled.
creatures around you. Any fire damage you deal ignores resistance.
You can speak to the spirit of a creature that died within
the last minute, provided they had a soul. This does not Shrewd
make them friendly or willing to speak or give Prerequisite: Gold Goblin race
information. You are extremely shrewd and stubborn, not letting a single
You gain the benefits of your Glosav Vision even while deal get away. You have a tendency even among your own
blinded, sensing the spirits of those around you. kind to hunt for deals and scam others out of their hard
earned money. You gain the following effects:
Stoneskinned
Prerequisite: Cave Goblin race
You cannot have your thoughts read unless you allow it.
You are naturally at home in your rocky environment, and You know the vicious mockery cantrip. Charisma is your
have grown a rocky shell on your hide. You gain the following spellcasting ability for this spell.
benefits: You gain proficiency in the Appraise skill.
Your darkvision has a radius of 120 feet. Savage Instincts
You gain advantage on any ability check you make to Prerequisite: Half-Orc race
detect, set up, or disable traps. You are bred from powerful orcish stock and have a ferocious
You gain advantage on any stealth check made in rocky nature. The strength in your blood has awakened and you
terrain. gain the following effects:
You have an unarmored AC of 12 plus your Dexterity
modifier. You gain darkvision out to a range of 60 feet. If you already
have darkvision, its range increases by an additional 30
Nefarious feet. You cannot see color in darkness, only shades of gray.
Prerequisite: Shadow Goblin race
When you use your Relentless Endurance, you instead
You are sneaky and have a better eye in sunlight than many of regain an amount of hit points to make you considered
your kind. Your stamina seems much higher than theirs, and Critically Wounded.
you are able to manifest your magic more often. You gain the When you roll a natural 20 on an attack roll against a
following effects: creature, you can regain hit points equal to a single
damage die of the weapon you are using, with a maximum
Your darkvision has a radius of 120 feet. equalling your Constitution modifier.
You can use your Shadow Step up to twice per short or
long rest, rather than once.
So long as you are not in direct sunlight, you can ignore
the effects of Sunlight Sensitivity.
CHAPTER 3 | CUSTOMIZATION
85
Halfblooded Prodigy Tide Gazer
Prerequisite: Half-Sylvarin race
Prerequisite: Ertainian Human race
With your split lineage of two warring peoples, you have You are far more attuned to the tides of magic than others of
learned to take the best parts from both of your races and your race, giving you the following benefits:
gain the following effects:
Once per day, you may attempt to determine the current
You gain darkvision out to a range of 60 feet. If you already state of the tide aligned with you. You may make an
have darkvision, its range increases by an additional 30 Arcana check with a DC determined by the DM, gaining
feet. You cannot see color in darkness, only shades of gray. information regarding the current state and how far along
Choose one subrace of sylvarin, excluding imperious, and the tide aligned to you is. If you are neutral, the DC
one subrace of human, excluding lendoreans. You gain the increases by 4 but you may choose which tide to check.
listed benefit for that subrace: You gain darkvision out to a range of 60 feet. This trait
does not work while under the effects of an antimagic field
Halfblooded Prodigy Traits or similar effect.
When you cast a spell with a casting time of 1 action while
Human Sylvarin Benefit your aligned tide is rising or at peak, you are able to cast it
Subrace Benefit Subrace as a bonus action.
Sendrian Sendrian Lorekeeper Cantrip or Keen Naturalist
Resilience Senses Prerequisite: Pardinese Human race
You are greatly at home in the wilderness and able to make
Drannese Drannon Woodland Woodland the most of it. You gain the following benefits:
Law Toughness or Fleet
You gain a climb and swim speed equal to half your walk
of Hoof speed plus 5 feet.
Whenever you have advantage on an Intelligence (Nature),
Ertainian Academy Gracestricken Skills of the Fallen or Wisdom (Carving) or Wisdom (Survival) check, you can
Initiate Expert Liar reroll one of the dice once.
Pardinese Wild Willweaver Acquired Talent or Divine Right
Hunter Powerful Mind Prerequisite: Corian Human race
You were raised in the land of the gods and excel in their
Corian Eye on the practices. You gain the following benefits:
Prize
Spells you cast as a ritual take 5 less minutes to cast.
Sendrian Resolve Any diamond cost for a spell you cast can cost up to 200sp
Prerequisite: Sendrian Human race
less, to a minimum of 100sp.
You have suffered under harsh rule and your body and mind When you cast a cleric, invoker, or paladin spell that
have toughened up due to it. You gain the following benefits: restores hit points, you restore an additional 2 hit points
with that spell.
The DC to pass a death saving throw for you is reduced by
one half your proficiency bonus, rounded down. Oceanborn
Going unconscious does not give you a point of Prerequisite: Lendorean Human race
exhaustion. You can use this trait after you finish a short You were raised on the ancestral islands of your people and
or long rest. grew up with their life style. You gain the following benefits:
You regain 1 hit point if you roll a 19 or 20 on your death
saving throw, rather than just a 20. Your swim speed increases by 10 feet and you can hold
your breath up to 10 minute at a time. While you are fully
Lawforged submerged in salt water, you gain 1 hit point at the
Prerequisite: Drannese Human race
beginning of each of your turns while below half your
You have been brought up in the heart of true law, molding maximum hit points.
you into a force of lawfulness. You gain the following benefits: You do not suffer penalties for attacking with any melee
weapon while underwater, and you do not have
As an action, you can invoke the law, forcing creatures of disadvantage when attacking with a ranged weapon for
your choice within 30 feet of you to make a Wisdom being underwater.
saving throw against 8 + your proficiency bonus + your You are able to ingest salt water as though it were fresh
Strength modifier, being restrained on failure. They can water.
repeat the saving throw at the end of each of their turns.
Chaotic aligned creatures have disadvantage on this
saving throw. You can use this trait again after you finish a
long rest.
After speaking with someone related to the law for at least
1 minute, you can reduce a fee or punishment of yourself
or another by pointing out any and all loopholes of the law.
CHAPTER 3 | CUSTOMIZATION
86
Primal Forged Ancient Bloodline
Prerequisite: Kazari race
Prerequisite: Lorescale Kobold race
You have embraced your bestial nature even more than your You have unlocked surges of sorcerous power that had
brethren. You gain the following benefits: resided dormant in your blood. You gain the following
benefits:
You gain darkvision to a range of 60 feet. If you already
have darkvision, the range increases by 60 feet. Whenever you make a spell attack with one of the cantrips
You walk speed increases by 5 feet. If you are a Scout gained from Sorcerous Initiate, you may add half your
Kazari, it increases by 10 feet instead. Charisma modifier (minimum 0) to the damage of that
You gain an additional use of any racial feature that spell.
recharges on a long rest. Choose one damage type from acid, cold, fire, lightning, or
poison. Damage you deal of that type from spells ignores
Ancestral Paragon resistance.
Prerequisite: Kelden race
You are what your kinsmen seek to become with enough Trapmaster
work. You gain the following benefits: Prerequisite: Tunnel Kobold race
You are accustomed to living in your tunnels and warrens,
Your fly speed increases by 10 feet and you can take the and have become a master of setting up traps to keep
dash action while flying in this way, but no more than once unwelcomed visitors away. You gain the following benefits:
per turn.
After flying, you can move on your next turn, but you You can use your Spring Trap a number of times equal to
cannot fly on that turn. your Intelligence modifier (minimum 1), and the range
Once per turn, when making a ranged attack while flying, increases to 15 feet.
you gain a bonus to the attack roll equal to half your Your darkvision has a radius of 90 feet.
wisdom modifier, rounded up. When you use your Spring Trap, each enemy must make a
Dexterity saving throw against 8 + your proficiency bonus
Dragon Chosen + your Intelligence modifer. On a failure, they take 1d12
Prerequisite: Cliff Kobold race
piercing damage and are restrained until the start of your
You gain more strength from your odd lineage and gain the next turn.
following benefits:
Small but Mighty
Your Constitution score increases by 1. Prerequisite: Verismol Kobold race
You no longer need to land at the end of your turn when You have awoken the strength within your bloodline and
you fly, but you can only move half your speed if you were found yourself to be much closer to your progenitor than
not on the ground at the start of your turn. others of your lineage. You gain the following benefits:
You can breathe a cone of powerful energy. When you gain
this feat, choose acid, cold, fire, lightning, or poison. As an If you miss a ranged weapon attack, you can use your
action, you can breath a 15 foot cone of energy. Each reaction to immediately load another piece of ammo with
creature in the cone must make a Dexterity saving throw your tail, making another attack with disadvantage.
if you choose acid, fire, or lightning or a Constitution A creature that fails the saving throw against your
saving throw if you chose cold or poison. The save DC is 8 Frightening Scream takes 1d4 thunder damage. In
plus your Constitution modifier plus your proficiency addition, your allies automatically pass the saving throw
bonus. On a failure, the target takes a number of d6 equal against your scream.
to your proficiency bonus of the chosen damage type, or Your strong tail is a natural weapon, which you can use to
half as much on a success. You cannot use this feature make unarmed strikes. If you hit with it, you deal
again until you finish a long rest. bludgeoning damage equal to 1d6 + your Dexterity
modifier.
Dragonwrought
Prerequisite: Hoard Kobold race
Tropicspawn
You are far closer to your draconic roots after careful Prerequisite: Jungle Kobold race
breeding from your dragon overlord, tinting your scales to the You have adapted to living within the jungle and staying safe
same color as theirs and awakening dormant powers. You from her dangers. You gain the following benefits:
gain the following benefits:
You can use your Canopy Dweller even without your
You have advantage on saving throws against effects that hands free.
would paralyze you and you cannot be magically put to You gain immunity to poison damage.
sleep. While within dense foliage, you can add your proficiency
Any time you deal damage of the same type you gained bonus to all stealth rolls. If you are already proficient, you
resistance to from your subrace, you deal an additional can add twice your proficiency bonus instead.
1d4 damage of that type.
You gain darkvision to a range of 60 feet.
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87
Trenchdweller When you are hit with cold damage, you can use your
Prerequisite: Aquatic Kobold race
reaction to absorb the cold. If you do, you become immune
You are well adapted to the deep reaches of the ocean and to the damage and the next time you deal cold damage
are able to quickly adapt to your surroundings. You gain the during your next turn, you can deal an additional amount
following benefits: cold damage equal to the damage you would have taken.
Once you use this feature, you cannot do so again until
While underwater, you can see color in darkness to the you finish a long rest.
range of your darkvision rather than just shades of gray.
If you lose a limb, you are able to fully submerge yourself Dark Creeper
in water for 1 week. If you do, you regrow the limb. Prerequisite: Deepdweller Kobold race
You are immune to damage from crushing water pressure. You live within the harsh underground and have learned to
You are able to attempt to trip creatures underwater. make the most of all things in that area. You gain the
following benefits:
Slimecoat
Prerequisite: Slickcoat Kobold race
You can see color in darkness using your darkvision rather
You have a much thicker and stronger coat of mucous over than just shades of gray.
your body. You gain the following benefits: You are immune to damage and other effects of ingested
poisons that have a save DC of 20 or lower.
You gain resistance to fire damage. While using your climb speed, you are considered under
You become able to breathe through your skin, even the effects of spider climb.
underwater. You no longer need to hold your breath
underwater and have resistance to damage from inhaled Stiffnecked
poisons. Prerequisite: Khordaldrum race
You are incredibly stubborn and sturdy, refusing to let anyone
Thunderhorn get the better of you. You gain the following benefits:
Prerequisite: Ram-Headed Kobold race
You can make a saving throw at the beginning of each of
Your body becomes attuned to the storms of this world. your turns against ongoing spell effects such as hold
You gain resistance to thunder damage and you know the person.
thunder cantrip. Wisdom is your spellcasting modifier for When you make a melee weapon attack, you can choose
this spell. to mnake the attack against two adjacent targets that are
You base walking speed increases by 5 feet. in range. If you do, you do not add your ability modifier to
You can see through light and heavy concealment caused the damage. Roll damage separately for each target.
by storms as though it were bright light. Whenever you roll below 6 plus your proficiency bonus on
a saving throw against poison, the roll becomes 6 plus
Bejeweled your proficiency bonus instead.
Prerequisite: Gemscale Kobold race
You are an epitome of psionic scale, reflecting the powerful Horned Monstrosity
gemstone dragons in your form. You gain the following Prerequisite: Minotaur race
benefits: You are the apex of your race, standing above others as your
brawn and ferocity puts them to shame. You gain the
Your Intelligence, Wisdom, or Charisma score increases following benefits:
by 1.
You gain a +1 bonus to the Psionic Attack Bonus or Your horns deal piercing damage equal to 1d10 + your
Psionic Save DC for any talent gained from your Psionic Strength modifer.
Mind feature. You can forgo this bonus to instead gain a When you reduce a humanoid creature to 0 hit points, you
+2 bonus to the damage roll of the talent. can use your reaction, to gorge yourself on their flesh. If
You can expend 2 uses of your Powerful Foresight to you do, you regain hit points equal to 1d10 + your
instead give the target disadvantage on the roll. Constitution modifer. You cannot use this feature again
until you finish a short or long rest.
Coldforged You gain darkvision out to a range of 60 feet. If you already
Prerequisite: Glacial Kobold race
have darkvision, the range of it is instead increased by 30
You gain stark white scales that let you blend in with your feet.
snowy home and you manifest far stronger powers than your Your walking speed increases by 5 feet.
other kin. You gain the following benefits:
When you cast ray of frost, you can choose to have it be a
15-foot cone instead. Each creature in the cone must
make a Dexterity saving throw with a DC of 8 plus the
spellcasting ability chosen with your Iceborne feature plus
your proficiency bonus.
Whenever you roll stealth in an area of snow, ice, or mist,
any roll below a 10 becomes a 10 instead.
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88
Psishard Perfected Lore
Prerequisite: Shardmind race
Prerequisite: Lorekeeper Sylvarin race
You have awakened much more powerful innate psionic You have studied and learned for ages, gaining far more
power inside yourself. You gain the following benefits: knowledge and skill than your lesser brethren. You gain the
following benefits:
Your body becomes able to accept magic into it. Magical
healing effects you the same way as a normal humanoid. You have advantage on perception checks that rely on
You become able to audibly project your telepathic voice sight or hearing.
or send it to multiple people at once. You gain a second cantrip of your choice from the wizard
You can use your Shard Swarm a number of times equal spell list. Intelligence is your Spellcasting Ability for it. In
to your Intelligence modifier, regaining expended uses addition, you can change one of these cantrips out for a
when you finish a long rest. different one from the wizard spell list when you finish a
Apex Predator long rest.
Prerequisite: Slaa'kar race
You learn one language of your choice. This language can
You are larger and stronger than others of your race, and your be exotic.
capabilities have grown to exceed theirs greatly. You gain the
following benefits: Forestborne
Your bite deals piercing damage equal to 1d8 + your Prerequisite: Woodland Sylvarin race
Strength modifier. If you are a swamp Slaa'kar, the You have trained in the vast forests of the Sylvarin kingdoms,
temporary hit points you gain when using Hungry Jaws and fought against the wild beasts that reside within. You
increases to 1d8 + your Constitution modifer. gain the following benefits:
You gain darkvision out to a range of 60 feet.
You gain the ability to breath underwater as long as it is You can ignore the effects of difficult terrain from natural
not saltwater. sources, such as roots, stones, and water.
You gain resistance to poison damage. Opportunity attacks made against you as a result of you
Pesky leaving a creature's threatened space have disadvantage.
Prerequisite: Faerie race
When you use your action to dash on your turn in combat,
You are even more mischievious than normal for your people. you add an additional amount of movement equal to one
You gain the following benefits: half your speed.
Increase your fly speed by 10 feet. In addition, you can fly Your walking speed increases by 5 feet.
while wearing medium armor and while using a buckler
or light shield. If you do not have a fly speed, your walk Honorless
speed instead increases by 10 feet. Prerequisite: Gracestricken Sylvarin race
You gain telepathy out to a range of 15 feet. A creature You have accepted your fate as an outcast in all civilized
need not share a language with you to understand you, but lands, and have honed your skills to take advantage of your
it must understand at least one language. The creature status. You gain the following benefits:
cannot respond this way.
You gain darkvision to a range of 60 feet. You gain proficiency in Deception and Insight, and you
Savage Lifestyle may use your choice of Charisma, Intelligence, or Wisdom
Prerequisite: Yanathera race
when rolling these checks.
You have adapted to living off the land and know how to make When you would have to roll Charisma (Persuasion), you
the most of everything. You gain the following benefits: may choose to roll Charisma (Deception) instead.
Whenever you make a carving check, you can choose one You are able to ignore the effects of your gracestricken
item of which you roll a die to determine an amount contract.
gained. You gain an additional item of that type.
Whenever you use a weapon you gained proficiency with Imperial Aura
from your racial traits, you gain a +1 bonus to the attack Prerequisite: Imperious Sylvarin race
roll if it is a melee weapon, or a +1 to the damage roll if it You have an air of well deserved superiority around you.
is a ranged weapon. Other lesser sylvarin bow in your presence and your mere
You are considered proficient for any crafting check made words carry power over others. You gain the following
to craft an item from bone, stone, or wood. benefits:
CHAPTER 3 | CUSTOMIZATION You can cast each of your Imperious Magic spells a
number of times equal to your Charisma modifer per long
89 rest rather than once.
Whenever you make a Charisma (Persuasion) check to
convince someone to do something for you or believe what
you are saying, you may add two times your proficiency
bonus to that roll rather than the normal bonus.
You may use your Charisma for the attack and damage
rolls of rapiers, scimitars, shortbows, and longbows you
use.
Willbreaker Power Penetration
Prerequisite: Willweaver Sylvarin race
Prerequisite: Psionic Manifesting class feature
You have perfected the subduing and breaking of other's Whenever you manifest a power that deals damage, if the
minds and wills to an artform. You gain the following target is resistant or vulnerable to the damage dealt, you deal
benefits: additional damage equal to your psionic manifesting ability
modifier.
As a reaction, when you deal psychic damage, you can
deal half that much damage to another creature within 30 Psionic Fist
feet of you. Prerequisite: Ardent, Barbarian, Battlemind, Fighter, or Psion
You can manifest each of your Willweaver's Power powers class
a number of times equal to your Intelligence modifier per
long rest rather than once. Your choice of your Strength or Intelligence score
Whenever you roll Psionics in order to attempt to subdue increases by 1.
a creature or identify a power, you may add two times your You can use your Intelligence modifier for attack and
proficiency bonus to that roll rather than the normal damage rolls with your unarmed strikes and natural
bonus. weapons.
When you take the attack action on your turn, you can use
Foulblooded your bonus action to affix psionic energy to your body.
Prerequisite: Tiefling race
Each unarmed or natural weapon attack you make during
You have unlocked the potential of an unusually strong that turn deals psychic damage rather than the normal
connection in your blood to your plane of origin. You gain the type.
following benefits:
Overchannel
You gain darkvision to a range of 60 feet. Prerequisite: Psionic Manifesting class feature
You can cast each spell you gained from your subrace an You gain the ability to draw power from your body rather than
additional time per short or long rest. your mind. When you manifest a power, you can manifest it at
Your tail becomes stronger and more agile. You can pick a higher level without spending additional psi points, up to
up and use small items with your tail, though it cannot your psi limit. To do so, you take 1d8 psychic backlash
wield a shield or weapon, and it cannot attack with an damage if you manifest it one level higher, 3d8 if it is
item. manifested two levels higher, or 5d8 if you manifest it three
levels higher. You cannot manifest it higher than this using
Underdweller Overchannel. In addition, you cannot manifest at a higher
Prerequisite: Ungoulid race
level using psi points if you use Overchannel, and cannot use
You creep through the dark with skills unknown to most of Overchannel if you use psi points to manifest the power at a
your kind. You gain the following benefits: higher level.
While in darkness, you can add twice your proficiency
bonus to stealth rolls.
You can see color in darkness instead of just shades of
gray.
You gain a climb speed equal to your walk speed, and have
advantage on athletics checks made to climb difficult
surfaces or upside down.
You can cast invisibility targeting only yourself. Once you
do so, you cannot cast this spell this way again until you
finish a long rest.
Mental Restoration
Prerequisite: Psionic Manifesting class feature
Your choice of your Intelligence, Wisdom, or Charisma
score increases by 1.
Whenever you manifest a power with the express use of
restoring hit points, the target gains temporary hit points
equal to your modifier for the chosen ability score.
If you roll a 1 when determining how many hit points a
creature regains, you may reroll that die but must use the
new result, even if it is another 1.
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90
Runeridden
H
Prerequisite: Titanforged race
Rune of Light. While you have this rune carved into your Pr
You are a powerful descendent of the mighty giants and have skin and charged, you can use a bonus action to shed bright Yo
powerful runes carved into your skin. You gain two of the light 10 feet out, and dim light for an additional 10 feet. As a pu
runes listed below and can use it per your Runescarred bonus action, you can discharge this rune to channel your yo
feature. You can take this feat multiple times, picking two inner light to your weapon for 1 minute. Each melee weapon
new runes each time:
attack you make deals an additional 1d6 radiant damage. Jav
Rune of Blood. As an action, you can activate powerful Whenever you are dealt damage, you must make a Prere
healing magic inside your body. For 1 minute, any time you Constitution saving throw against 10 or half the damage
take slashing or piercing damage, your body quickly seals the dealt, whichever is greater, ending this effect on a failure.
Lig
wound. Reduce the damage from each such attack by 1d4.
Rune of Life. While you have this rune carved into your skin Prere
Rune of Death. The first time you are brought to 0 hit points, and charged, you regain 2 additional hit points from any
even if you would normally be killed outright, this rune source that causes you to regain hit points with no additional Ma
discharges and you are instead reduced to 1 hit point.
effects. As a bonus action, you can discharge this rune to Prere
Rune of the Wyrm. As a bonus action, you can discharge this cause you or a creature you are touching to regain hit points
rune and grant yourself a greater hatred for dragonkin, equal to your level plus your Constitution modifier.
Qu
dragonborn, and kobolds. For 1 minute, you can sense the Rune of the Mountain. As an action, you can discharge this Prere
location of all dragons, dragonborn, or kobolds within 200 rune to grant yourself the strength of the mountain. For 1
feet of you and your weapon attacks score a critical hit on a minute, you gain resistance to bludgeoning, piercing, and Sap
roll of a 19 or 20 against such creatures.
slashing damage. Whenever you are dealt damage, you must Prere
Rune of the Hated Foe. When you gain this rune, choose a make a Constitution saving throw against 10 or half the
creature type other than humanoid or giant. As a bonus damage dealt, whichever is greater, ending this effect on a Sic
action, you discharge this rune and gain a +5 bonus to AC for failure.
Prere
1 minute against the chosen creature type. Whenever you are Rune of the Aegis. As a bonus action, you can discharge this
dealt damage, you must make a Constitution saving throw rune to grant yourself some bit of protection. For 1 minute, Spe
against 10 or half the damage dealt, whichever is greater, you gain a +2 bonus to your AC.
Prere
ending this effect on a failure.
Rune of Warfare. As a bonus action, you discharge this rune
Rune of the Protector. As an action, you touch a creature and gain a powerful bloodlust. For 1 minute, any time you
and discharge this rune, sharing their pain. For 10 minute, reduce a creature to 0 hit points, you may immediately make
whenever the creature is dealt damage, it takes only half the an attack against against an adjacent creature with
damage, rounding up, and you take the rest.
advantage.
Rune of Ceaseless Hunger. While you have this rune carved
into your skin and charged, you do not need to eat food. You Claw Mastery
still must drink water to survive. As an action, you can Prerequisite: Proficiency with Claws
discharge this rune to make your weapon's hunger You have put extreme work into mastering this seemingly
supernatural. On each of your turns for 1 minute, you can simple weapon. You gain the following benefits while
make an additional weapon attack. Whenever you hit with wielding a claw in each hand:
two or more weapon attacks in a turn, you must make a
Constitution saving throw against 10 or half the damage You can make an additional attack with you main hand
dealt, whichever is greater, ending this effect on a failure. You whenever you make an attack with your offhand using a
make this saving throw at the end of your turn.
bonus action.
Rune of the Endless Journey. While you have this rune Treat your claws as though they have the disarming and
carved into your skin and charged, your walk speed increases glove properties.
by 5 feet and you do not gain exhaustion from long travel, but Your claws gain a critical range of 19-20.
still gain it naturally from other sources such as not sleeping.
As a bonus action, you can discharge this rune, casting Club Mastery
expeditious retreat on yourself.
Prerequisite: Proficiency with Clubs
Rune of the King. As an action, you can discharge this rune, You have great skill in using clubs and greatclubs. While
causing your armor or clothing to glow with regal brilliance wielding one of these weapons, you gain the following
for 1 minute. Any creature you hit with a melee weapon benefits:
attack must make a Wisdom saving throw with a DC equal to
8 plus your Constitution saving throw plus your proficiency The weapon deals damage as though it were one size
bonus. On a failure, the target is frightened of your until the larger.
start of your next turn.
Gauntlet Mastery
Prerequisite: Proficiency with Gauntlets
You know how to make your hits count for everything theyre
worth when using gauntlets, spiked gauntlets, and heavy
gauntlets. While wielding one of these weapons, you gain the
following benefits:
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91
Celestial Familiar [Exalted] Vow of Abstinence [Exalted]
Prerequisites: Good aligned
You have proven your good will to the gods above and been You have taken a sacred vow to abstain from alchoholic
gifted new power in return. You gain the find familiar spell if beverages, drugs, stimulants such as caffeine, and
you do not already have it and can cast it as a ritual. intoxication. You gain the following benefits:
When you are choosing a familiar to summon, you can You gain a +1 bonus to your Intelligence, Wisdom, or
choose to summon a celestial familiar instead. You may Charisma score.
summon one of the standard familiar options, but it is a You gain a +5 bonus to all saving throws against poisons,
celestial instead of its normal types. Otherwise, you may drugs, or any other effect that would intoxicate you so long
summon a celestial with a CR equal to or less than 1/4 your as you are subjected to it unwillingly.
level. If the celestial familiar has any method to heal its You gain immunity to the poisoned condition.
master, it always heals the maximum amount and does not Special: To fulfill your vow, you must not consume
roll for it. intoxicating, stimulating, depressant, or hallucinogenic
substances, including alcohol, caffeine, and other drugs. If
The celestial familiar is magically linked to its master like a you intentionally break your vow, you immediately and
normal familiar. The familiar uses the base statistics for a irrevocably lose the benefit of this feat. You may not take
creature of its kind except as noted below. another feat to replace it. If you break your vow as a result of
magical compulsion, or otherwise unintentionally (a drug
Hit Dice: For effects related to hit dice, use the master's slipped into your drink, for example), you lose the benefit of
level or the familiar's normal total, whichever is higher. this feat until you perform a suitable penance and gain
atonement.
Hit Points: The familiar's hit points are equal to half the
master's hit points or the familiar's normal total, whichever is Vow of Chastity [Exalted]
higher.
You have taken a sacred vow to refrain from marriage and
Proficiency: The familiar uses the master's proficiency sexual intercourse. You gain the following benefits:
bonus or its own, whichever is higher, and gains proficiency
in any weapons and armor its master is proficient in. You gain a +1 bonus to your Intelligence, Wisdom, or
Charisma score.
Saving Throws: The familiar uses the master's saving You gain a +5 bonus to all saving throws against
throw bonuses if they are better than its own. enchantment spells.
You gain immunity to the charmed condition.
Celestial Steed [Exalted] Special: To fulfill your vow, you must abstain from any
Prerequisite: Good aligned, Paladin class, Find Steed spell
sexual contact with any other creature. If you intentionally
Your summoned steed is blessed by the divine power of your break your vow, you immediately and irrevocably lose the
deity to be superior to a normal beast. When you cast the benefit of this feat. You may not take another feat to replace
Find Steed spell, you may call a special version of the steed it. If you break your vow as a result of magical compulsion,
which gains the following benefits so long as it is a celestial: you lose the benefit of this feat until you perform a suitable
penance and gain atonement.
It gains darkvision to a range of 60 feet.
It takes 5 less damage from all sources, or 10 less from
acid, cold, or electricity.
It gains a +2 bonus to saving throws against spells.
When you reach 10th level in the paladin class, your steed
instead gains the following benefits:
It gains darkvision to a range of 120 feet.
It takes 10 less damage from all sources.
It gains a +2 bonus to saving throws against spells.
Sacred Vow [Exalted]
Prerequisite: Good aligned
You have willingly given yourself to the service of a good deity
or cause, denying yourself an ordinary life to better serve
your highest ideals. You have advantage on all persuasion
checks with good-aligned creatures and gain one of the
following vows:
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92
Vow of Nonviolence [Exalted] Vow of Obedience [Exalted]
You have taken a sacred vow to avoid violence. You gain the You have taken a sacred vow to live according to the dictates
following benefits: of another, generally your superior in a religious order or
similar organization. You gain the following benefits:
You gain a +1 bonus to your Intelligence, Wisdom, or
Charisma score. You gain a +1 bonus to your Intelligence, Wisdom, or
The saving throw DC of spells you cast increases by 3 if Charisma score.
that spell deals no damage, does not carry harmful effects, You gain a +5 bonus to all saving throws against illusion
or cause death. spells.
You may choose to use nonharmful effects that would You gain a +5 bonus to checks made to discover illusions,
normally require you to cause harm (such as a monk's and have advantage if they are related to the one you are
stunning strike requiring you to hit with an attack) without submissive to for this vow.
dealing such damage. If the effect requires an attack roll, Special: To fulfill your vow, you must unquestioningly obey
you must still hit with that attack roll. You just deal no your superior and live according to the rules of your
damage. If you use the effect in this way, the saving throw organization. If you intentionally break your vow, you
DC increases by 1. immediately and irrevocably lose the benefit of this feat You
You gain a +2 bonus to your AC and saving throws. do not take another feat to replace it. If you break your vow as
Special: To fulfill your vow, you must not cause harm or a result of magical compulsion, you lose the benefit of this
suffering to humanoid foes. You may not deal real damage to feat until you perform a suitable penance and receive
such foes through spells or weapons. You may not target atonement.
them with effects that would cause instant death such as
power word kill. Vow of Poverty [Exalted]
Your purity is so great that any creature who slays a
helpless or defenseless creature within 120 feet of you feels You have taken a sacred vow to forswear material
great remorse. The slaying creature takes a -1 penalty to possessions. You gain the following benefits:
attack rolls for 1 hour per helpless creature slain. The
duration of penalty starts from the latest slaying. You gain abonus to your AC, attack rolls, and saving
You may ask your allies to give you an oath that a helpless throws equal to 1/3
foe will not be slain. If the oath is sworn, an ally who later
breaks the oath takes the penalty for doing so as if you were
present. If you leave a helpless foe to be killed by your allies,
you have broken your vow. You may ask a defeated creature to
give you an oath of surrender or noninterference in exchange
for its life. If the creature breaks this oath to you, your allies
can deal with the creature as they see fit without breaking
their oaths or your vow of nonviolence.
If you intentionally break your vow, you immediately and
irrevocably lose the benefit of this feat. You do not take
another feat to replace it. If you break your vow as a result of
magical compulsion, you lose the benefit of this feat until you
perform a suitable penance and receive atonement.
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93
Weapons Concealed
Weapons are grouped into several interlocking sets of Creatures have disadvantage on perception checks to spot a
categories. concealed weapon if it is not readily equipped.
These categories pertain to what training is needed to Defensive
become proficient in a weapon's use (simple, martial,
superior, or exotic), the weapon's usefulness either in close A defensive weapon grants you a +1 bonus to AC while you
combat (melee) or at a distance (ranged and thrown), and its wield the defensive weapon in one hand and wield another
relative encumbrance (light, one-handed, or two-handed). melee weapon in your other hand. Wielding more than one
defensive weapon does not increase this bonus. To gain this
Simple, Martial, Superior, and benefit, you need not attack with the defensive weapon, but
Exotic Weapons you must be proficient with it.
Most classes have proficiency with numerous weapons, with
almost all having proficiency with all simple weapons. More Disarming
martially inclined classes such as barbarians, fighters,
paladins, and rangers are proficient with all simple and all A disarming weapon grants the user advantage on any check
martial weapons. A character who uses a weapon with which made to disarm another creature. The weapon often
he or she is not proficient cannot add their proficiency bonus incorporates hooks or chains to grab opponent's weapons.
to the attack rolls. Superior and exotic weapons are less
common and no classes grant proficiency with them Double
automatically. Superior weapons are odd in their use or
require special training, such as scythes. Exotic weapons are Dire flails, khordish urgroshes, brathnii hooked hammers,
used by specific races and not taught outside of their society, orcish double aces, and double swords are examples of
making them very rare to find in use such as the Gilskalos's double weapons. A character can fight with both ends of a
Bagen or the Titanforged's Mak'Talath. double weapon as if fighting with two weapons as though
wielding two light weapons.
Melee and Ranged Weapons
Melee weapons are used for making melee attacks, though The character can also choose to use a double weapon two
some of them can be thrown as well. Ranged weapons are handed, attacking with only one end of it. A creature wielding
thrown weapons or projectile weapons that are not effective a double weapon in one hand can't use it as a double weapon
in melee. - only one end of the weapon can be used.
Light, One-Handed, and Two-Handed Finesse
Weapons
When making an attack with a finesse weapon, you use your
A creature one size larger than the size the weapon is choice of your Strength or Dexterity modifier for the attack
designed for can wield a one-handed weapon as though it and damage rolls. You must use the same modifier for both
were a light weapon. A creature one size smaller than a rolls.
weapon has disadvantage on attacks made with it. A creature
more than one size away from the size the weapon is made Glove
for cannot use the weapon effectively, making it an
improvised weapon. An improvised weapon deals 1d4 A glove weapon is worn on your hand or forearm, and you
damage of the same damage type as normal if it is one- cannot be disarmed of it. You can hold objects, wield
handed, or 1d6 if it is two-handed. weapons, and cast spells with a hand fitted with a glove
weapon, but you can only attack with the glove weapon if that
Ammunition hand is unoccupied.
Projectile weapons use ammunition: arrows, bolts, or sling Grip
bullets for example. When using a bow or a sling, a character
can draw amunition as a free action; crossbows require a This weapon boasts a superior grip, and therefore any
bonus action for reloading. Generally speaking, ammunition attempt to disarm you while you are holding it is done with
that hits its target is destroyed or rendered useless, while disadvantage.
normal ammunition that misses has a 50% chance of being
destroyed or lost. Light
Brutal A light weapon is small and easy to handle, making it ideal
for use when fighting with two weapons.
A brutal weapon is forged in such a way that the wounds it
inflicts are often worse than they first appear. Whenever a A creature one size larger than the intended size for a one-
damage die lands on a number that is equal to or less than handed melee weapon can treat it as a light weapon while
the brutal value, reroll it until it is over the brutal value. wielding it.
Loading
Because of the time required to load this weapon, you can
fire only one piece of ammunition from it when you use an
action, bonus action, or reaction to fire it, regardless of the
number of attacks you can normally make.
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94
Weapons
Name Cost Damage (S) Damage (M) Damage (L) Critical Weight Properties
Simple Melee
Weapons
Claw 5 sp 1 slashing 1d4 slashing 1d6 slashing x2 1 lb. Finesse, light
Club x2 2 lb. Light
10 1 1d4 1d6
Dagger cp bludgeoning bludgeoning bludgeoning 19- 1 lb. Finesse, light, thrown (range 20/60)
20/x2
Dagger, 2 sp 1 piercing 1d4 piercing 1d6 piercing x3 1 lb. Finesse, light
punching
Gauntlet 4 sp 1 piercing 1d4 piercing 1d6 piercing
Greatclub 10 1 1d4 1d6 x2 1 lb. Glove, light
sp bludgeoning bludgeoning bludgeoning x2 10 lb. Two-handed
Handaxe x2 2 lb. Light, thrown (range 20/60)
20 1d6 1d8 1d10
cp bludgeoning bludgeoning bludgeoning
5 sp 1d4 slashing 1d6 slashing 1d8 slashing
Javelin 50 1d4 piercing 1d6 piercing 1d8 piercing x2 2 lb. Light, throw (range 30/120)
cp
Light Hammer 2 sp 1 1d4 1d6 x2 2 lb. Light, thrown (range 20/60)
bludgeoning bludgeoning bludgeoning
Mace 5 sp 1d4 1d6 1d8 x2 4 lb. —
bludgeoning bludgeoning bludgeoning
Quarterstaff 20 1d4 1d6 1d8 x2 4 lb. Versatile
cp bludgeoning bludgeoning bludgeoning
Sap 1 sp 1 1d4 1d6 x2 1 lb. Concealed, non-lethal
bludgeoning bludgeoning bludgeoning
Short Spear 50 1 piercing 1d4 piercing 1d6 piercing x2 1 lb. Light, thrown (range 20/60)
cp
Sickle 1 sp 1 slashing 1d4 slashing 1d6 slashing x2 2 lb. Light
Spear 1 sp 1d4 piercing 1d6 piercing 1d8 piercing x2 3 lb. Thrown (20/60), versatile (1d8)
Spiked Gauntlet 10 1 piercing 1d4 piercing 1d6 piercing x2 1 lb. Glove, light
sp
Unarmed Strike 1 1 1d4 x2
Simple Ranged bludgeoning bludgeoning bludgeoning
Weapons
Blowgun 10 — 1 piercing 1 piercing x2 1 lb. Ammunition (range 25/100), loading
sp
Crossbow, light 25 1d6 piercing 1d8 piercing 1d10 piercing x2 5 lb. Ammunition (range 100/400),
sp loading, two-handed
Dart 5 cp 1 piercing 1d4 piercing 1d6 piercing x2 1/4 lb. Finesse, thrown (range 20/60)
Shortbow x2 2 lb. Ammunition (range 80/320)
25 1d4 piercing 1d6 piercing 1d8 piercing
Sling sp x2 — Ammunition (range 30/120)
Martial Melee 1 cp 1 1d4 1d6
Weapons bludgeoning bludgeoning bludgeoning
Battleaxe
10 1d6 slashing 1d8 slashing 1d10 slashing x2 4 lb. Versatile
sp
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95
Weapons Continued
Name Cost Damage (S) Damage (M) Damage (L) Critical Weight Properties
Battle Fan 20 1d4 slashing 1d6 slashing 1d8 slashing x2 1 lb. Concealed, light,
sp finesse, special
Flail 10 1d6 bludgeoning 1d8 bludgeoning 1d10 bludgeoning x2 2 lb. —
sp
Glaive 20 1d8 slashing 1d10 slashing 1d12 slashing x2 6 lb. Reach, two-handed
sp
Greataxe 30 1d10 slashing 1d12 slashing 2d6 slashing x2 7 lb. Two-handed
sp
20 1d8 piercing 1d10 piercing 1d12 piercing x2 5 lb. Reach, two-handed
Greatspear sp
50 1d10 slashing 2d6 slashing 3d6 slashing x2 6 lb. Two-handed
Greatsword sp
Halberd 20 1d8 slashing 1d10 slashing 1d12 slashing x2 6 lb. Reach, two-handed
sp
Kukri 8 sp 1 slashing 1d4 slashing 1d6 slashing 18- 6 lb. Light
20/x2
Lance 10 1d10 piercing 1d12 piercing 2d6 piercing x2 6 lb. Reach, special
sp
10 1d6 piercing 2d4 piercing 3d4 piercing x2 4 lb. Reach, two-handed
Longspear sp
15 1d6 slashing 1d8 slashing 1d10 slashing x2 3 lb. Versatile
Longsword sp
Maul 10 1d10 bludgeoning 2d6 bludgeoning 3d6 bludgeoning x2 10 lb. Two-handed
sp
15 1d6 1d8 1d10 x2 4 lb. —
Morningstar sp bludgeoning/piercing bludgeoning/piercing bludgeoning/piercing
2 sp 1d4 bludgeoning 1d6 bludgeoning 1d8 bludgeoning x2 2 lb. Disarming, two-
Nunchaku handed, double
Pike 5 sp 1d8 piercing 1d10 piercing 1d12 piercing x2 18 lb. Reach, two-handed
1d6 piercing 1d8 piercing 18- 2 lb. Finesse
Rapier 25 1d4 piercing 1d6 slashing 20/x2
sp 1d6 piercing 1d8 slashing x2 3 lb. Finesse, light
2d4 piercing
Scimitar 25 1d4 slashing 1d8 piercing
sp 1d8 bludgeoning
1d8 piercing
10 1d4 piercing 1d8 piercing x2 2 lb. Finesse, light
Shortsword sp
Spiked 25 1d6 piercing 3d4 piercing x2 10 lb. Disarming, finesse,
Chain sp 4 lb. reach, two-handed
2 lb. Disarming, thrown
Trident 5 sp 1d6 piercing 1d10 piercing x2 (20/60), versatile
Versatile
15 1d6 bludgeoning 1d10 bludgeoning x2
Warhammer sp
War Pick 5 sp 1d6 piercing 1d10 piercing x2 2 lb. —
Whip 2 sp 1 slashing 1d4 slashing 1d6 slashing x2 3 lb. Finesse, reach
Whip 35 1 slashing 1d4 slashing 1d6 slashing x2 2 lb. Glove, reach
Gauntlet sp
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Weapons Continued
Name Cost Damage (S) Damage (M) Damage (L) Critical Weight Properties
Martial Ranged
Weapons
Crossbow, hand 75 1d4 piercing 1d6 piercing 1d8 piercing x2 3 lb. Ammunition (range
sp 45/150), light, loading
Crossbow, 50 1d8 piercing 1d10 piercing 1d12 piercing x2 18 lb. Ammunition (range
heavy sp 150/600), loading, two-
handed
Longbow 50 1d6 piercing 1d8 piercing 1d10 piercing x2
Net sp — — x2 2 lb. Ammunition (range
1 sp — 150/600), two-handed
3 lb. Special, thrown (range
5/15)
Superior Melee 35 1d8 slashing 1d10 slashing 1d12 slashing x2 7 lb. Versatile
Weapons sp
Bastard Sword 35 1d6/1d6 1d8/1d8 1d10/1d10 x2 2 lb. —
Dire Flail sp bludgeoning bludgeoning bludgeoning x2 4 lb.
Double Spear 10 1d4/1d4 1d6/1d6 1d8/1d8 19/20/x2 9 lb. Double, thrown (20/60),
Double Sword sp piercing piercing piercing x3 9 lb. two-handed
Fullblade 50 1d6/1d6 1d8/1d8 1d10/1d10 Double, two-handed
Guisarme sp slashing slashing slashing
120 1d8 slashing 1d10 slashing 1d12 slashing Two-handed
sp
9 sp 1d4 1d6 1d8 x3 12 lb. Disarming, reach, special,
two-handed
Heavy Gauntlet 20 1d4 1d6 1d8
sp bludgeoning bludgeoning bludgeoning x2 4 lb. Glove
1d4 piercing 1d6 piercing
Main Gauche 4 sp 1 piercing 19-20/x2 1 lb. Finesse, light, special
Meteor 35 1d4/1d4 2d4/2d4 3d4/3d4 x2 6 lb. Double, reach, special
Hammer sp bludgeoning bludgeoning bludgeoning
Ranseur 10 1d6 piercing 2d4 piercing 3d4 piercing x3 10 lb. Disarming, reach, two-
sp handed
Scorpion Whip 10 1d4 1d6 1d8 x3 3 lb. Reach, special
sp piercing/slashing piercing/slashing piercing/slashing
Scourge 10 1d4 piercing 1d6 piercing 1d8 piercing x3 3 lb. Finesse, special
sp
Scythe 25 1d6 slashing 1d8 slashing 1d10 slashing x2 6 lb. Disarming, two-handed
sp
Tortoise Blade 50 1d4 piercing 1d6 piercing 1d8 piercing x2 8 lb. Defensive
Superior Ranged sp
Weapons
Bola 5 sp 1 bludgeoning 1d4 1d6 x2 4 lb. Special, thrown (range
bludgeoning bludgeoning 20/60)
Composite 100 1d8 piercing 1d10 piercing 1d12 piercing x2 3 lb. Ammunition (range
Longbow sp 1d8 piercing 1d10 piercing x2 200/800), special, two-
Composite 75 1d6 piercing handed
Shortbow sp
2 lb. Ammunition (range
200/800), special, two-
handed
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Weapons Continued
Name Cost Damage (S) Damage (M) Damage (L) Critical Weight Properties
2d6 piercing 3d6 piercing
Greatbow 100 1d10 piercing 19- 5 lb. Ammunition (range
Exotic Melee sp — — 20/x2 200/800), two-handed
Weapons —
1d8 —
Brathnii — 1d6 slashing/1d8 — x3/x4 6 lb. Double
Hooked Hammer Bludgeoning/1d4 piercing 1d12
Piercing 1d8 Bludgeoning/1d10 x2 6 lb. Double, two-handed
Slashing/1d6 Slashing
Cirkelyxan —— Piercing — x3 12 lb. Double, two-handed
1d8 Slashing —
Khordish —— — — x3 8 lb. Brutal 1
Urgrosh x2 6 lb. Brutal 2, double, two-
—— —
Khordish —— handed
Waraxe x3 10 lb. Brutal 1, double, two-
Mak'Talath
handed
Orcish Double 50 — 1d6/1d6 x2 6 lb. Finesse, light
Axe sp slashing x3 6 lb. Double, finesse,
1d8 Slashing
Sylvarin —— 1d8/1d8 versatile
Thinblade Slashing
Sylvarin —— 1d10 piercing
Revenant Blade
Exotic Ranged
Weapons
Bagen —— x2 5 lb. Ammunition (range
250/900), two-handed
Non-Lethal Although they are thrown weapons, darts, nets, and
shuriken are treated as ranged weapons for the purpose of
Damage dealt with these weapons is nonlethal while a using them. Both can use your Dexterity for the attack and
creature is conscious and cannot kill that creature under damage rolls of these weapons.
normal circumstances, even with a critical hit. You can use a
nonlethal weapon to deal lethal damage, but have Reach
disadvantage on attack roll while doing so.
Weapons such as glaives, longspears, spiked chains, and
Range whips are examples of reach weapons. A reach weapon is a
melee weapon that allows its wielder to strike at targets
Crossbows, slings, and bows are examples of ranged further from it. A reach weapon adds 5 feet to your reach
weapons. Most projectile weapons require two hands to use. when you attack with it, as well as determining your reach for
A character uses his or her Dexterity modifier for the attack opportunity attacks with it. When attacking a creature close
and damage rolls of ranged weapons, with the exception of than that new reach, excluding with whips, spiked chains,
composite bows. If the character has a negative strength and meteor hammers, you have disadvantage on the attack
score, subtract it from attack rolls with bows and slings. A roll.
weapon that can be used to make a ranged attack has a range
in parentheses after the ammunition or thrown property. The
range lists two numbers. The first is the weapon's normal
range in feet, and the second indicates the weapon's long
range. When attacking a target beyond normal range, you
have disadvantage on the attack roll. You can't attack a target
beyond the weapon's long range.
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Special Arcane spells are spells gained from the Bard, Duskblade,
Sorcerer, Warlock, or Wizard spell list unless a class feature
A weapon with the special property has unusual rules changes the source of the magic.
governing its use, explained in the weapon's description.
Stout
Battle Fan. Battle fans are small and easy to hide, but also
make for a great show. While wielding a battle fan in each A creature hit with a critical hit by a stout weapon must make
hand, you can add your proficiency bonus to performance a Strength saving throw against 10 + the wielder’s Strength
checks to make with them, or twice your proficiency bonus if score + their proficiency bonus if they are proficient with the
you are already proficient in performance. As an action while weapon, being knocked prone on a failure.
wielding these fans, you can attempt to distract a creature
with a dazzling performance. Make a performance check Thrown Weapons
contested by an insight check from the target. If you succeed,
the creature is considered blind to all creatures except you Daggers, shortspears, spears, javelins, and handaxes are
until the beginning of your next turn. You can only distract a examples of thrown weapons. It is possible to throw a
creature in this way once per minute. weapon that isn't designed to be thrown, but it is treated as
an improvised weapon. An improvised thrown weapon deals
Lance. You have disadvantage when you use a lance to 1d4 damage of the same damage type as normal if it is one-
attack a target within 5 feet of you. Also, a lance requires two handed, or 1d6 if it is two-handed. The range of one-handed
hands to wield when you aren't mounted. improvised thrown weapons is 20 feet, and two-handed
improvised thrown weapons are limited to 10 feet.
Net. A large or smaller creature hit by a net is restrained
until it is freed. A net has no effect on creatures that are If a weapon has the thrown property, you can throw the
formless, or creatures that are Huge or larger. A creature can weapon to make a ranged attack. If the weapon is a melee
use its action to make a DC 10 Strength check, freeing itself weapon, you use the same ability modifier for that attack roll
or another creature within its reach on a success. Dealing 10 and damage roll that you would use for a melee attack with
slashing damage to the net (AC 10) also frees the creature the weapon. For example, if you throw a handaxe, you use
without harming it, ending the effect and destroying the net. your Strength, but if you throw a dagger, you can use either
your Strength or your Dexterity, since the dagger has the
When you use an action, bonus action, or reaction to attack finesse property.
with a net, you can only make one attack regardless of the
number of attacks you can normally make. Two-Handed
Guisarme. When you take the Attack action with this This weapon requires two hands when you attack with it.
weapon, choose if you are dealing bludgeoning, piercing, or
slashing damage. You can change the damage type any time Unsound
you take the Attack action.
A creature hit with a critical hit by an unsound weapon must
Meteor Hammer. Whenever you hit a creature with both make a Wisdom saving throw against 10 + the wielder’s
ends of the meteor hammer on your turn, you can attempt to Charisma score + their proficiency if they are proficient with
disarm that creature. the weapon, being struck with temporary madness on a
failure.
Scorpion Whip. Creatures you hit with this weapon have
disadvantage on the initial saving throw against any poison Versatile
coating this weapon.
Versatile weapons are wielded in one hand normally, but
Scourge. Creatures have disadvantage on saving throws allow for a good grip with two hands to increase the damage.
against ongoing damage caused by this weapon. While wielding a versatile weapon in two hands, you increase
the damage die by 1 size (1d8 to 1d10, 1d10 to 1d12, 1d12 to
Bola. A large or smaller creature struck by this weapon 2d6, etc.)
must make a Dexterity saving throw with a DC equal to 8 +
your Strength modifier + your proficiency bonus, being
restrained on a failure. A bola has no effect on creatures that
are formless, or creatures that are Huge or larger other than
damage. A creature can use its action to make a DC 10
Strength check, freeing itself or another creature within its
reach on a success. Dealing 10 slashing damage to the bola
(AC 10) also frees the creature without harming it, ending the
effect and destroying the bola.
When you use an action, bonus action, or reaction to attack
with a bola, you can only make one attack regardless of the
number of attacks you can normally make.
Composite Bows. When you make an attack roll with a
composite bow, you add your Strength modifier rather than
your Dexterity modifier to the attack roll. You still add your
Dexterity modifier to the damage roll.
Spellbinder
A creature wielding a spellbinder weapons cannot cast
arcane spells, and imposes disadvantage on concentration
checks to creatures struck by it.
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Chilling Blow Arcane power swirls around your hand and outward
toward your enemies, engulfing them in an inferno. Make a
1st-level evocation melee spell attack against your target. On a hit, the target
Casting Time: 1 action takes 1d6 fire damage. A creature directly behind it and no
Range: Touch more than 5 feet away from it must make a Dexterity saving
Components: V, S throw. On a failure, it takes the same amount of damage.
Duration: Concentration, Up to 1 minute
Classes: Duskblade This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
You force freezing energy into your foe and let it envelop
their body in a crust of frost. The target must make a Rejuvenate
Constitution saving throw, taking 1d6 cold damage and being
encrusted on a failure, or only taking the damage on a 1st-level evocation
success. While encrusted, the creature takes 1d6 cold Casting Time: 1 action
damage each time it attacks. It may repeat its saving throw at Range: Touch
the end of each of its turns, ending the effect on a success. Components: V, S
Duration: Instananeous
At Higher Levels. When you cast this spell using a spell Classes: Druid
slot of 2nd level or higher, the initial damage increases by 2d6
for each slot level above 1st. You touch a willing creature, speeding up their body's
natural healing. That creature may spend a hit die, regaining
Draining Touch hit points from it as normal including their Constitution
modifier. The minimum hit points gained from this are equal
Necromancy cantrip to your spellcasting modifier. This spell has no effect on
Casting Time: 1 action undead or constructs.
Range: Touch
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 2nd level or higher, you increase the healing done by
Classes: Duskblade 1d6 for each slot level above 1st.
Dark energy surrounds your hand to rip the life from an Vital Surge
enemy. Your target must make a Constitution saving throw.
On a failure, the target takes 1d6 necrotic damage and you 1st-level evocation
gain 1d6 temporary hit points. If the temporary hit points Casting Time: 1 action
gained would be higher than the damage dealt, you instead Range: 30 feet
gain temporary hit points equal to the damage dealt. This Components: V, S
spell has no effect on undead or constructs. Duration: Instantaneous
Classes: Druid
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6). You let your own primal lifeforce pulse toward a willing
creature. You expend a hit die, rolling it as normal but do not
Blinding Touch gain any hit points or add your Constitution modifier to the
result. Your target gains hit points equal to the amount rolled
Evocation cantrip plus their Constitution modifier. This spell has no effect on
Casting Time: 1 action undead or constructs.
Range: Touch
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: 1 round slot of 2nd level or higher, you increase the healing done by
Classes: Duskblade 1d4 for each slot level above 1st.
Light sheds from your hand to blind a creature you touch. Refreshing Rain
Make a melee spell attack against the target. On a hit, the
target takes 1d4 radiant damage and must make a 3rd-level conjuration
Constitution saving throw, being blinded until the start of Casting Time: 1 action
your next turn on a failure. Range: Self (10-foot radius sphere)
Components: V, S, M (A fresh sprig of mistletoe)
This spell's damage increases by 1d4 when you reach 5th Duration: Concentration, Up to 1 minute
level (2d4), 11th level (3d4), and 17th level (4d4). Classes: Druid
Flame Cyclone You conjure a great cloud of pleasant rain that restores the
vital energies to creatures it touches. Each conscious
1st-level conjuration creature that starts its turn under the cloud regains 1d4 hit
Casting Time: 1 action points. This spell has no effect on undead or constructs.
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Duskblade
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