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Published by jmorey0418, 2020-03-11 02:27:14

Final Fantasy XIV D&D 5E

Final Fantasy XIV D&D 5E

The Homebrewery - NaturalCrit
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The Homebrewery - NaturalCrit

FFXIV Class
Compendium

A love letter to D&D and Final Fantasy XIV,
please enjoy, its been quite a journey putting this
together. -Soren (Sorenson Asgard on the
Gilgamesh Server)
Note: These classes and races have been balanced
for and are intended for use with the 5th Edition of
Dungeons and Dragons.

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The Homebrewery - NaturalCrit

Contents Appendix A: Carbuncles.............104
Appendix B: Egis....................... 105
Preface.......................................4 Appendix C: Nymian Fey..............107
Appendix D: Machinis Info........108
Chapter 1: Races Appendix E: Monser Links.........110
Appendix F: Naming Info ............112
Topic Page Number

Au Ra 6

Elezen 8

Hrothgar 10

Hyur 12

Lalafell 14

Miqo'te 16

Roegadyn 18

Viera 20

Chapter 2: Classes Page Number
22
Topic 23
Class Table 24
Multiclassing Info 30
35
Arcanis 36
Asrologian 40
Bard (Archetype) 45
Black Mage 50
Blue Mage 55
60
Dancer 65
Dark Knight 70
71
Dragoon 73
Gunbreaker 77
Machinis 78
Monk (Archetype) 82
Ninja (Archetype) 87
Red Mage
Paladin (Archetype)

Samurai
Warrior
White Mage

Chapter 3: Spells Page Number
92
Topic 101
Spell Liss

Created Spells

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The Homebrewery - NaturalCrit

Preface Update Notes

Starting with aknowledgements! Special Thanks to /u/JamesMusicus for February 23rd 2019: Cleaned up some text and balance tweaks for
his class and race creation templates and /u/Stolksdorf for their Gunbreaker and added clarifcations to a few other classes. Updated
homebrewing tool at naturalcrit.com/homebrew. Thank you to Square Miqo'te racial traits.
Enix for producing Final Fantasy XIV. Specifcally Akihiko Yoshida for May 3rd 2019: Buf to Samurai's Sen and Higabana features.
the work he's done to create the art I am using. I have spent over two years September 1s 2019: Revamps for Arcanis, Asrologian, Dark Knight.
enjoying the world you all have created and have enjoyed it immensely! Minor bufs for Red Mage, Samurai, White Mage. Tweaks to
Gunbreaker and Hrothgar.
A huge thank you to r/UnearthedArcana and r/fxiv for their warm
reception and feedback along with countless reddit users who've Legal Disclaimer
contributed with edits, ideas and proofreading. With all of your help, this
project continues to drive forward. I do not own the rights or permissions to neither the Dungeons &
Dragons franchise nor the Final Fantasy franchise. This is simply
Additionally thanks to Acat, Goob, Phalian, Yorxi, Zeppy, Simon, intended as a fan project to bring both of these loved properties
Emmy, James, Hypno and Sara for playtesing in our campaign. together. Please don't sue me into oblivion.

Though these names are jus appearing on a lis at the preface, I can not Contact Me
highlight enough how important their suggesions and feedback was to the
polishing of my work. Thank you so much all of you, I wouldn't have I you need to get in touch with me about whatever you need to know
gotten this done without you. about this document, you can message me via Reddit, Imgur or email me
at [email protected] or here
Utility Links https://www.reddit.com/r/FFXIVxDnD/. I'll do my bes to get back to you
but don't have a lot of time to get to everyone in a timely matter.
Get Updates Here: https://www.reddit.com/r/FFXIVxDnD/
PDF download of entire document: Hopeful Future Projects
http://homebrewery.naturalcrit.com/print/B1HBWX5j?dialog=true
PDF download of document (Not browser based): FFXIV Playable Beas Tribes (ARR, HW and SB)
Browser View link: Persona 5 Spellbook
http://homebrewery.naturalcrit.com/share/B1HBWX5j Octopath Traveller's Merchant and Apothecary classes
Pas Versions are housed here:
https://1drv.ms/f/s!AjoQU3ivE3hUahbUhIZVOc99pXM

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The Homebrewery - NaturalCrit

Chapter 1: Races Lalafell

The currently available races cover all playable races in the FFXIV MMO The Lalafell fnd themselves split into two sub races, the Planesfolk and
along with the presumed race. Each race is able to ft into mos fantasy the Dunesfolk. The Planesfolk hail from fatlands and islands, coming
worlds without trouble, I will include a quick blurb for each here. from a heritage of farmers and merchants selling their wares across the
sea. Merchantry comes naturally to the Lalafell as the Dunesfolk built
Au Ra their society around trade. Traditionally travelling on the backs of beass
of burden, they eventually settled and built a merchant city in the desert.
The Au Ra are a race of scaled people who vary greatly in size between
the males and females of the race. The males tend to be extremely tall Miqo'te
while the females grow to be much shorter. The dark scaled Xaela are
nomadic, travelling around vas grasslands in various tribes. The light The Miqo'te people appear as cat folk who are expert hunters. The
scaled Raen live largely in secluded villages built in secret locations, Seekers of the Sun live in warmer climates and live in patriarchies with a
keeping to themselves. Both the Xaela and Raen have members of their srict hierarchy, while the Keepers of the Moon live in dense foress
respective groups leave to fnd adventure. within a matriarchy.

Elezen Roegadyn

Final Fantasy XIV's answer to elves of fantasy settings, the Elezen are The Roegadyn are large, hulking people who hail from the mountains and
split into two groups, the Wildwood whom are light skinned and dextrous, the sea. The Sea Wolves are known as famed pirates and settled a coasal
skilled with a bow and live in either dense foress or their highly religious city-sate formed by a union of pirates, while the Hellsguard live in
city-sate homeland. Alternatively are the Duskwights who live in a series villages atop mountains and volcanoes, acting as keepers of the land.
of twising tunnels and ruins underground, coming up only to hunt for
food before returning to their cavernous homes. Viera

Hyur The Viera are bunny people who live in dense foress and act as the
protectors of their home. With their more secluded nature, they generally
The Hyur can be equated to the every day humans of fantasy settings. avoid contact with the outside world. A subrace of Viera known as Feol
There are the average sized Midlanders, named for the elevation in which have a tainted mixed bloodline and are resented as blasphemous for their
their sub species lived for many years, and the taller, more muscular unpure bloodline.
highlanders, who lived in the high mountains for their declared homeland.

Hrothgar

The Hrothgar are powerful, feline people from the North who had
sruggles when meeting the other races of the world as they were unable
to speak the common tongue. They walk two disctinct paths, one of
servitude and the other of freedom.

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Au ra Divided By Blood

We Xaela are nomads who roam and live of the land. My tribe was no The Auri creation myth tells the tale of two beings, the dawn father and
diferent. Yet though we did no harm to those whose lands we traversed, the dusk mother. The two kinds of Au Ra have beliefs about their
they treated us as vermin. In their ignorance, they feared us, and that fear connection to these beings. The dark scaled Xaela are a nomadic people
manifesed as spite and violence. who believe that the blood of the dusk mother coarses through their veins.
The Xaela view themselves as free spirit folk, who roam the lands
My loved ones and I were cursed at, spat upon, beaten, and worse. It hunting, gathering, and battling agains other roaming tribes, in honour of
was out of the desire to protect them that I began my research. their ancesors. The light scaled Raen have insead decided to assimilate
into Easern society, though they are a minority, their loyalty and service
-Alaqa the Witch has been greatl boons to the culture they've engrained themselves in.

The Au Ra are a misundersood people due to their physical appearance. Peaks, Valleys and Plains
Their scaled bodies and horns led many to fear them, believing them to be
descendants of dragons or demons. This fear led to hate, which gave way The Au Ra's homeland is known as Othard, a region to the far eas. A
to violence, leaving these proud people few in number across much of the majority of their homeland is covered by sprawling plains known as the
world. These conditions have led the Au Ra to value their families beyond Azim Steppe which dominates the region. The Xaela clans travel across
all else. this sea of grasslands in close knit tribes. The northern and wesern
reaches of Othard are shieled with high mountain peaks and deep valleys
Variable Size shrouded in mis. It is from these miss that the Raen originally hailed.
Today mos live in civilized society or hidden villages allowing them to
Au Ra are characterized by their curved horns and intricate patterning of live peaceful lives.
scales across their bodies. Sleek and powerful tails extend out from
behind the Au Ra. There is a sriking diference in height between the For my family
males and females of the race, the men ranging from jus over 6 feet tall to
7 and a half feet tall, while the women are dwarfed, rarely coming close to An Au Ra may set of on an adventure for any number of reasons, a thirs
6 feet tall. Their faces contain sharp features and piercing eyes, alluding to of adventure, defense of their tribe or a mission for a maser could send
their normally serious and sullen demeanor. them on their path. This could go as far as searching for los family
members, or seeking revenge for a slight agains their family.
Au Ra tend to dress very modesly, wearing simple robes and lengths of
cloth drapped over their bodies as cloaks, especially amongs the nomadic
Xaela tribe.

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It was consideration for their families which helped defne the two A Valuable Ally
bloodlines of the Au Ra. The Xaela sought to keep their traditional ways
and use power to protect their families. The Raen felt that a peaceful The Au Ra are seadfas allies once they are befriended. Once an Au
livelihood amons the other races of the world was the bes appproach to Ra calls you their friend, you are considered family to them. Their
protect their community. experiences with other races are fewer in number than mos, but can
appreciate the culture of the new lands.
Au Ra Names
Hyur. "Every Hyur is diferent in their own way. They're an
The Au Ra approach names in two sarkly diferent ways. The Xaela see ambitious people who work hard for their future. We can live
many names shared across tribes, but there are as many spellings for the alongside them easily."
same name as there are tribes. Xaela take the name of their tribe as their
surname. The Raen name themselves in their tongue in a way that their Elezen. "They turned us from their gates, and slaughtered us out of
name carries meaning. Only those belonging to the ruling and warrior fear. We do not trus the Elezen as a whole, though perhaps there may
class of society legally have surnames, while commoners may take a be one redeemable one among them."
surname, it is not legally recognized. Raen who are in power often take
surnames related to their feats in battle, while commoners take names Miqo'te. "Miqo'te don't difer much from us. We both have an
related to their profession. appreciation for what the natural world can provide us with. I'm sure
our tribes would clash if they crossed paths in Othard though."
Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu,
Unzan, Masatsuchi, Izuna, Sagan, Karaku. Chikamasa Xaela
Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig.
As a Xaela, you've been hardened by your life on the road as a part of a
Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami, nomadic tribe. A life of hunting and warring has led you to martial
Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki. prowess and improved srength. You are more outgoing than your Raen
counterparts and are much more willing to engage in battle to resolve a
Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, confict. Xaela tribes are small but numerous, battling for territory agains
Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Cirina, one another on the Azim Steppe. Despite a willingness to fght, Xaela do
Narangerel, Ogul, Altan not seek war, it is merely a tool to settle diferences.

Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar, Ability Score Increase. Your Strength score increases by 1.
Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Nomadic Insincts. Due to your tribal ancesory you gain profciency
Yesun, Ariunbold, Bayar. in the survival skill.
Savage Attacks. When you score a critical hit with a melee weapon
Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, attack, you can roll one of the weapon’s damage dice one additional time
Khatayin, Ura, Goro, Oroq and add it to the extra damage of the critical hit.

Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Raen
Tabito, Yumishi, Musa
The Raen live in harmony with the other civilized races of the Eas.
Au Ra Traits They've assimilated fully into Doman culture, becoming valued for their
unwavering determination to loyalty to their allies. They are largely
Your Au Ra character has a variety of natural abilities. looked upon favourably by the other races for their peaceful demeanor
Ability Score Increase. Your Wisdom score increases by 2. and respectable approach to life.
Age. Despite their extraordinary phyiscal features, the Au Ra live about
Ability Score Increase. Your Charisma score increases by 1.
as long as any of the other races of Eorzea, reaching physical maturity Polite Society. You profciency in the Persuasion skill.
around the age of 16, and living to be around 80 years old. Unwavering Loyalty. You have advantage on saves agains being
charmed.
Alignment. The Au Ra as a whole do not tend to neither good nor evil,
or towards law or chaos. The Xaela tend srongly towards the chaotic lives Xaela Tribes
of nomads outside of the laws of civilized city-sates, while the Raen
enjoy the order provided by the law. Often times an Au Ra fnds themself An extended lis of the 51 Xaela Tribes has been provided in the
to be the product of their upbringing. Appendix for this document.

Size. There is a large size disparity between men and women of the Au
Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build
dwarfng the females who rarely grow taller than 5 feet. Your size is
medium.

Speed. Your base walking speed is 30ft.
Cranial Horns. Your horns act as your means of perceiving sound.
You have improved hearing and spatial awareness compared to other
races because of this. You gain profciency in the perception skill.
Scaled Bodies. You have a natural armor bonus of +1. When
unarmored, your AC is equal to 11 + your dexterity modifer.
Languages. You can speak, read and write Common and Auri. The
Auri language does not include gender or numbered nouns or verbs,
causing an Au Ra to mislabel things sometimes when speaking another
language.
Subrace. The Au Ra's bloodline has split into two disinct groups, the
nomadic Xaela and the solitary Raen, divided by the divine blood of their
creators the Dusk Mother and Dawn Father. Select one of the two
subraces of Au Ra.

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Elezen Diference of Opinion

For centuries, our nation has been punished for the sins of our The Elezen race is divided due to their pride. The Wildwood and
forefathers. If our punishment is to end, I believe we mus right the Duskwights found they could not coexis and disanced themselves from
wrongs of antiquity and move forward as a nation united. Needless to say, one another. The Wildwood believing they are the true rulers of the
my father did not share this opinion. foress in which they live and hold dominion. The larges population of
Wildwood Elezen live in Ishgard, a massive religious city embroiled in a
-Ser Aymeric de Borel, Lord Commander of the Holy See war agains dragonkind, closed of from much of the world. The
Duskwights, who made their homes in the cavern sysems of the foress
The Elezen are a race divided within themselves, and their often arrogant have since been driven to crime to survive due to the Wildwood's clutch
attitudes keep the other races at an arms reach. The Wildwood live of the on the boundaries of the fores.
lush foress, using their keen eyes to hunt and gather in the dense foress
or live in the religious oligarchy of Ishgard, cut of from res of the world. The Woods and the North
The Duskwights in contras are notorious for thievery and pillaging.
Spending much of their live in caves and caverns hidden in the fores. The fores which the Elezen live is the Black Shroud, a massive fores
brought to order by the Wildwood, who protect the fores from poachers
Elegance and Pride and other threats which would encroach on it. Duskwights, who disregard
the need to protect the fores and hunt to their content. Looking to the
Long legs, slender bodies, pointed ears and sharp features are all marks of Northern city of Ishgard, towering spires, homes and a grand cathedral
an elezen. Only rivaling their otherworld appearance is the poise with hide behind their giant gates. Living conditions in Ishgard are rough, as
which they carry themselves. Their tall, thin frames only difer within the the poor go hungry in the lower levels of the city, while the wealth live in
race by the colour of their skin. All Elezen try to clothe themselves exuberance, looking down on the less fortunate citizens, ruled by the
whenever it is appropriate, valuing their appearance. religious teachings of the Holy See.

Honour and Vengeance

An Elezen may set out on an adventure for many diferent reasons. An
Ishgardian Wildwood hungry for revenge agains the dragons may set out
to seek greater srength, while another may take up arms to defend their
fores home from an encroaching threat agains the Black Shroud.
Duskwights may set out to gain honour and riches to support their family
or to prove to the world they are more than jus a thief. Perhaps you seek
glory in battle, and head out to fnd this fame.

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Elezen Names Superb Hearing. You gain advantage when making a perception check
which involves hearing.
Both the Wildwood and Duskwight clans of Elezen spell their names very
similarly. Men's names are longer and always in -loix, -aux, -mont, or - Speed. Your base walking speed is 30ft.
geant. A female's name will always end in -ne, -ette, -elle, or -ie. Languages. You can speak, read and write Common and one extra
language of your choice.
Despite the similarity in their frs names, the Elezen tribes over time Subrace. The Elezen come from two diferent clans. Select one of the
claimed sur names for either side. These surnames will never cross clans, two subraces of Elezen.
but only those who live within the race will know the diference.
Wildwood
Male Elezen Names. Adeux, Beichault, Dreauchant, Eauplaux, Etrent,
Glofaux, Jodeaux, Joyent, Ulmant, Ulwex, The Wildwood Elezen have become the protectors of the fores and
masers of . Despite this, the Wildwood keep a tight hold on their homes,
Female Elezen Names. Adreanne, Ifione, Eaupline, Eranne, Etrene, defending them aggressively. They have learned to live of land wherever
Moriene, Peronne, Cummone ,Phivonne ,Paxeonne they fnd themselves. Years of life in the foress of the Black Shroud has
imbued them with various abilities.
Elezen Surnames. Breaunojuse, Douvionne, Feajorins, Gehon,
Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane Ability Score Increase. Your Dexterity score increases by 1.
Hawk Sight. The normal range of your ranged weapon is increased by
Elezen Traits 20ft. This cannot exceed the max range of the weapon.
Natural Shrewdness. You gain profciency in the Insight skill.
Your Elezen character has a variety of natural abilities.
Ability Score Increase. Your Intelligence score increases by 2. Duskwight
Age. Though Elezen are one of the longes sanding races, they do not
Duskwights are Elezen who made their home in the cavernous sysems of
live much longer than anyone else. They reach physical maturity around the Black Shroud. Their light hair and dark skin sets them apart from their
age 18 and live into their nineties. surface dwelling counterparts. Duskwights are expert cave explorers after
growing up in such sysems. Though the caves could not satisfy all of
Alignment. Wildwood Elezen lean towards lawful alignments, be it their needs, leading the Duskwights to build a reputation of banditry for
their upbringing to protect the fores or life within the religious walls of themselves.
Ishgard. Duskwight's have embraced the wild way of living, leaning
towards chaotic alignments, viewing laws as arbitrary things. Ability Score Increase. Your Consitution score increases by 1.
Cave Dweller. You gain advantage when making Stealth checks in
Size. Elezen are known for their tall slender bodies. Men can reach a caves or dim and dark lighting conditions.
maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Darkvision. Due to life in the caverns your eyes have adapted to help
Women reach a maximum of 6 and a half feet and rarely shorter than 6 you see in the dark. You can see in dim light within 60 feet of you as if it
feet tall. Your size is medium. were bright light, and in darkness as if it were dim light. You can't discern
colour in darkness, only shades of grey.

Arrogance or Confdence?

The Elezen srongly believe in their abilities and their birthrights.
Many races may see this as arrogance, but if you are able to see pas
their haughty attitudes, you will fnd a seadfas and reliable ally.

Au Ra. We Ishgardians have made a grave misake. Despite their
heretical appearance, we should not have let fear guide out hands. I
hope we can make amends one day.

Hyur. "We were the frs people of the woods, regardless of what
they believe. Why the fores sends their chosen through the Hyur is
beyond me, but I suppose we can be friends."

Miqo'te. "They are skilled hunters, perhaps too skilled. We share
the woods with these people in service to the fores. But the Keepers
who break of from the clans and become poachers are as deadly as
they come."

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Hrothgar A Quesion of Servitude

Hailing from the disant shores of Ilsabard, the Hrotgar are a burly The Hrothgar split into two disinct groups of people over their ways of
people of lionlike appearance - or the males are, at leas life coming into confict. The Helions, who are easily identifed by the
warm colours of their fur, were found mainly in the southern parts of their
-Hrothgar Description (Will update to a proper quote later) homland and their lives revolved around their Queen. General mos
Helions are devout servants to their Queen. In comparison The Los
Hrothgar had a difcult sart in the world initially, lacking knowledge of boased a more free-spirited, nomadic life syle, wanting to live their lives
the common tongue of the land, they often found themselves at odds with unbound by the whims of a Queen. As they live as nomads they often
their more well spoken races of the world. In time these fercely practice various professions from seasonal work, to mercenary, to
misundersood people managed to learn the language of the land and merchant. Often they avoid professions which will force them to put roots
peace was brokered between them and the other races and a friendly down. Their fur is often coloured in cool colours, which is said to refect
neighbours relationship formed. their independence and the choice to leave the warm embrace of their
Queen.
Claws, Fur and Fury
Myserious Lands
The Hrothgar are a powerful people who boas broad frames, feline
refexes and ferce appearances which are marked by their sharp claws and Ilsebard is a land shrouded in mysery in both an academic and literal
pointed fangs. Their race sufers from having a large disporportion sense. Knowledge of the land of Ilsebard is sparce and the continent fnds
between the males and females of their kind, which males make up a itself living beneath a blanket of fog and cloud. Shielded on all sides by
saggering number of their kin. This has also led to the Hrothgar to adopt mountainous regions and known for reserves of potent natural resources
a matriachy in their homeland which rallied many, but drove many away underground, the people of Ilsebard were able to arm themselves well
as well, leading to them becoming known as The Los. using the avilable materials.

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Its My Life Helion

The Hrothgar have seen their kind split based on lifesyle choices between The Helions come from a matriarchal society whose males greatly
servitude and freedom. This ideological decision drives these people outnumber the females. These loyal and dutiful people will risk life and
forward, the Helions setting of on adventure in the name of their Queen limb for their queen and bring that ferocious dedication to defend their
to protect her or further her agenda, while for The Los adventure is a key friends. Helions often have a warm colour to their fur, refective of the
part of their exisence, needing to consantly travel to survive. warm embrace from their queen.

Hrothgar Names Ability Score Increase. Your Dexterity score increases by 1.
Lionhearted. You have advantage on saving throws agains being
Hrothgar names generally are shared between the Helions and the Los, frightened.
the diference in their naming semming from traditional family names. Aggressive. As a bonus action, you can move up to your speed toward
The Helion clans are always three syllable names which begin with A, an enemy of your choice that you can see or hear. You mus end this move
while the Los always end their name in "-asch." closer to the enemy than you sarted.

Male Hrothgar Names. Borimir, Deyan, Grugur, Mikac, Ludevit, The Los
Novak, Semir, Sudimir, Svante, Taman
Scattered and worldly, The Los hail from a bloodline of Hrothgar to left
Female Hrothgar Names. Anja, Gunnhildr, Hana, Jana, Katarina, the matriachy which their kind hails from and sought to srike out in the
Maja, Milena, Petra, Teodora world. Often times they take on the roles of traders and mercenaries,
preferring nomadic jobs and lifesyles which prevent them from setting
Helion Family Names. Amilan, Aredna, Arodica, Asvana, Asana down roots. Their cool coloured fur is said to show the loss of the warmth
The Los Family Names. Irryasch, Mildasch, Ovasch, Petyasch, they had received from their Queen so long ago.
Piryasch, Zelasch
Ability Score Increase. Your Consitution score increases by 1.
Hrothgar Traits Contractor's Life. You are profcient in the persuasion skill.
Unbending. You have advantage on saving throws agains being
Your Hrothgar character has a variety of natural abilities. charmed.
Ability Score Increase. Your Strength score increases by 2.
Age. Hrothgar tend to live about as long as mos of their neighbouring Newly Formed Bonds

races. They reach physical maturity around age 18 and live into their The Hrothgar found themselves largely at odds with the other races of
nineties. the world initially. Once they had masered their tongue things
generally smoothed over.
Alignment. Helions lean towards lawful alignments, be it their
upbringing to obey their Queen's wishes and uphold her rule in her lands. Au Ra. "We see a lot of ourselves in the Au Ra, both Helions and
The Los have embraced life on the road and lean towards a more chaotic The Los alike. We can appreciate the path they walk."
alignment. As always there are oddities within every group with Helions
who shirk their servitude or members of The Los putting down roots. Roegadyn. "They're powerful and boiserous, not unlike ourselves.
They could be great friends or great rivals depending on the day."
Size. Hrothgar are known to have tall, powerful frames marked by
muscle and fur. At their talles the Hrothgar sand at 7ft. tall while their Viera. "They too seem to experience issues within their kind when
low average heights sit around 6ft. 4inches tall. Generally they way over it comes to their opposite sex. Seems srange that usually the females
260 lbs. Your size is medium. only ever show themselves."

Powerful Build. You count as one size larger when you are
determining your carrying capacity and also the weight you are able to
push, drag or lift.

Claws. Your sharp claws are a natural weapon, which you can use to
make unarmed srikes. If you hit with it, you deal slashing damage equal
to 1d6 + your Strength modifer, insead of the bludgeoning damage
normal for an unarmed srike.

Keen Smell. You have advantage on Perception checks that rely on
smell.

Speed. Your base walking speed is 30ft.
Languages. You can speak, read and write Common and one extra
language of your choice.
Subrace. The Hrothgar come from two diferent clans. Select one of
the two subraces of Hrothgar.

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The Homebrewery - NaturalCrit

Hyur These tough living conditions lead to a heartier, more physically powerful
people. The Midlanders lived at sea level and across the world, which
Thal's Balls...I'd forgotten what it was like to feel so alive! Not since minimized changes due to life in extreme conditions.
leaving the Bloodsands have I had the privilege. Not since the Bull of Ala
Mhigo hung up his swords. Back then, the outcome might have been People of the World
diferent. But I do not begrudge you your victory. I know how far you have
come, how much you have endured. Our fght only confrmed it. We shall Hyur as a whole make up a large percentage of the population in the
have to do this again one day, when time allows. world. Over a thousand years ago the Hyur immigrated in massive waves
from their homelands and made their homes wherever their feet hit the
-Raubahn Aldynn, The Bull of Ala Mhigo ground. Highlanders are a special case within the Hyur, famed for their
mountainous city of Ala Mhigo. In recent years, the Ala Mighans were
Around 1000 years ago, the Hyur spread across the land in a great forced from their homes to immigrate across the world, mixing into the
migration from the north. They made their homes wherever they could set cities across the world themselves.
their footing. Some took to the mountains, while others found a foot hold
in any city which would accept them. Today the Hyur are one of the mos
populous races in the world.

Of Average Build

The Hyur are a race of average sized humanoids whom one may view as
an average group of people, lacking disinguishing features such as
pointed ears, immense size or horns. Over time Hyur have diverged into
two disinct groups, the Midlanders and Highlanders. Midlanders are
widespread across the land and come in all shapes and colours, becoming
prevelant in all cities. Highlanders in comparison are taller than their
Midlander counterparts, boasing a more powerful, muscular build.

A Matter of Location

The diferences between the Midlanders and Highlanders was born from
their homes long ago. The Highlanders are named for living at a high
elevation, mountains in particular.

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Glory and Prosperity Hyur Traits

The Hyur are a hardworking and ambitious people, no matter what walk Your Hyur character has a variety of natural abilities tied to their heritage
of life they come from. It is for this reason that for every Hyur in the of being a diverse peoples.
world, there could be a diferent reason to seek adventure. Some may head
out on the road for the value of the journey itself, while others may do so Ability Score Increase. An ability score of your choice increases by 1.
in search of riches. Some Hyur may be adventuring on another's behalf, Age. Hyur tend to live for approximately 75 years, reaching sexual
perhaps their family sitting at home, or to defend their people from an maturity around age 16 and full maturity around 20 years old.
imminent threat. In a world with so many possibilities, it does not take Alignment. Overall the Hyur are a highly variable race, so it sands to
much convincing to bring a Hyur to action. reason that the Hyur tend to not lean towards neither good nor evil. The
same could be sated about their impressions of law and chaos. They
Hyur Names comfortably fall in line with the culture in which they are raised, but are
generally good-hearted.
The names of the Hyur are in the common tongue of the land. Midlander Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall
may take names which are appropriate for the culture in which they live depending on their heritage. Midlanders sruggle to pass 6 feet while
while Highlanders take names which have a harshness in their highlanders easily pass it. Your size is medium.
pronunciation. As a surname, Midlanders will often take a descriptive Speed. Your base walking speed is 30ft.
name for their physical traits or profession. Highlanders prefer to earn Spread of Culture. You gain profciency with a set of artisan's tools,
their surnames in battle, using feats of martial prowess or names with gaming set or musical insrument of your choice.
violent imagery. Versatility. You gain profciency in two skills of your choice.
Languages. You can speak, read and write Common and two other
Male Midlander Names. Odard, Redwald, Kenward, Herebert, languages of your choice.
Acwuld, Edward, Roderic, Eadwine Subrace. The Hyur have changed over time based on where they lived
over the pas millenium. Select one of the two subraces of Hyur.
Female Midlander Names. Rowena, Hilda, Agatha, Hrodwyn,
Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild, Rimilde Midlander

Male Highlander Names. Sigmundr, Arnar, Armond, Varin, Bard, As a Midlander, you are a child of possibility. The midlanders can live
Hordr, Ogmundr, Hallgrim, Thordr, Raubahn pretty well anywhere in the world and not seem out of place. Due to their
ability to fnd comfortable lives anywhere, they have becoming highly
Female Highlander Names. Marte, Cathrine, Yngvildr, Helene, adaptable and well educated.
Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla
Ability Score Increase. Your Intelligence score increases by 2.
Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forres, Early Education. You are profcient in an additional languages.
River, Miller, Draper, Fletcher, Hill, Thatcher
Highlander
Highlander surnames. Fury, Burne, Savage, Stronge. Strongaxe,
Blood, Furor, Shatterfs, Strongblade, Ironwill The warlike Highlanders see battle as the reason for life. They are no
srangers to violence living in the mountains, over time making great
Breadth of Bonds conquess agains various groups of people. Life in these tough conditions
has hardened the Highlanders as a people, leading to naturally powerful
Hyur are prevelant throughout the world, and because of this mos will builds.

welcome a Hyur into their lives without prejudice. Overall the Hyur Ability Score Increase. Your Strength score increases by 2.
Naturally Honed Body. You gain profciency in the Athletics skill.
are met with courtesy wherever they wander.
Variant: Padjal
Elezen. "For a long time we didn't see eye to eye, but for the time
being we are friends." The Padjal are a rare occurance born to Hyurian families who live in The
Black Shroud. These children are grow white-hued animal horns as they
Lalafell. "The Planesfolk are a wonderful people, so earnes in their get older and were chosen by the elementals at birth. This places them in a
lives. The Dunesfolk, will rob you blind with your thanks." position of holy reverence in Gridania. These people sop aging around
their teens and have a natural latent power for conjury.
Miqo'te. "They're a quiet folk who keep to themselves, but I can
respect their skill. I have no qualms with them." Ability Score Increase. Your Wisdom score increases by 2.
Nature's Blessing. You gain profciency in the Nature skill.

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The Homebrewery - NaturalCrit

Lalafell Products of the Land

But I will see them sufer no longer. The victory feas shall provide the The Lalafellin homelands produced two types of people, from which they
sage on which I declare the dissoultion of the sultanate. 'Tis mine intent take their names. The Plainsfolk sarted of as agriculturaliss living their
that the ruling class of our golden city should take its place beside the lives on their farms, eventually trading their goods across the land,
common man in a fair and equitable republic. No more shall this nation leading for lalafells to spread across the world. The Dunesfolk began and
bow to the whims of a privileged few. remain as desert dwelling folk, their bodies adpating to the harsh
conditions.
-Nanamo Ul Namo, Sultana of Ul'Dah
Rolling Planes and Towering Dunes
The Lalafell are generally a cheery race of people. Long ago the Lalafells
lived as masers of agriculture and spread across the land along trade The Lalafell can trace their ancesery back to two key area. The Plainsfolk
routes, selling their produce becoming one of the mos widespread races began as farmers on fertile islands in the south, farming the fertile lands of
there is. In time the Dunesfolk went as far as esablishing their own desert their namesake. The Dunesfolk were not so luck to have farmable land
city-sate known as Ul'Dah. These tiny folk are highly ambitious and are and insead turned to animal husbandry. Traditionally Dunesfolk built
not afraid to take hold of opportunity when it appears before them. their homes on the backs of beass of burden, travelling with their herds.
Eventually the Dunesfolk founded a great city of wealth, where nearly all
Tiny Yet Mighty Dunesfolk live today.

Lalafell anotomy sees these kindly people rarely growing to be 3 feet tall. Family and Fortune
Their short bodies are rotund, with short feeble looking legs. But
appearances can be deceiving as Lalafells bodies are highly efcient, Lalafells care deeply for their small families and would do anything for
allowing them to travel long disances on their short legs. The Plainsfolk them. They may set out on an adventure to support their families or in
have larger, pointed ears which greatly improved their hearing, while the their defense. Not all Lalafells have such pure goals though as many
Dunesfolk developed a flm which covers their eyes, protecting them from contain a great deal of ambition in their tiny bodies. Merchants travel all
the sun and sand of the desert. Additionally out of tradition, Dunesfolk over the land, researchers seeking knowledge in secret places, sellswords
will place gemsones associated with their zodiacal sign on their bravely take on jobs to prove themselves. Lalafells may be small, but they
foreheads. take on the world in a big way.

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The Homebrewery - NaturalCrit

Lalafell Names Good Relations All Around

Both the Plainsfolk and the Dunesfolk name themselves using set Thanks to their charming demeanors and fnancial ties across the
rhyming schemes, ruled by rhythm and repetition. Syllables are world, Lalafells are one of the few races who can say it is on good
combining in various combinations to form playful sounding names. This terms with nearly everyone. Mos Lalafells are kindly and outgoing,
means that Lalafells generally do not have surnames unless they come allowing them to seem like the younger sibling of all the races.
from royalty, which adds their family name in the middle. Each gender
and subrace of Lalafell have their own ruleset detailed below. Each letter Subrace. The Lalafell come from two disinct groups of people. Select
indicates a syllable or pair of syllables. one of the two subraces of Lalafell.

Lalafell Naming Convention Plainsfolk

Gender and Subrace Rhyming Scheme As a Plainsfolk, you have spent some time working in agriculture, or have
had information passed down to you from your family. Your highly
Male Plainsfolk AB - CB sensitive ears and knowledge of farming has led to the development that
sets you apart from your fellow Lalafell, the Dunesfolk.
Female Plainsfolk ABB - AB
Ability Score Increase. Your Dexterity score increases by 1.
Male Dunesfolk AAB - CCB Naturally Stealthy. You can attempt to hide even when when you are
obscured only by a creature that is at leas one size larger than you.
Female Dunesfolk AAB - AB
Dunesfolk
Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo Forelo,
Elehul Pedulehul, Gusis Shisis As a Dunesfolk, you've adapted to the harsh desert environments and
thrived. The land from which you hail is known for its riches and
Female Plainsfolk Names. Icucu Icu, Badada Bada, Usoso Uso, merchantry as much as its known for his corruption.
Kikuku Kiku.
Ability Score Increase. Your Intelligence score increases by 1.
Male Dunesfolk Names. Wowokima Chichikima, Sheshehici Dusshield. Your eyes have developed a flm to protect them from
Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba desert conditions. You have advantage on saving throws agains being
Susureba blinded.
Land of Merchants. You gain profciency in the Deception skill.
Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega,
Chochosha Chosha, Bobochu Bochu, Lelepu Lepu

Lalafell Traits

Your Lalafell character has a variety of natural abilities derived from their
ancesry.

Ability Score Increase. Your Charisma score increases by 2.
Age. These smallfolk are able to live jus as long as the other races.
Lalafells reach physical maturity around the age of 18, and live until their
mid eighties.
Alignment. Generally speaking, Lalafells lean towards a good natured
alignment, though some shrewd business men may push far away from
this approach to life. Neither the Plainsfolk or Dunesfolk have a
inclination to law or chaos, with individuals falling into all categories.
Size. Lalafells are a diminuitive people who see no diference in height
due to gender. Their heights on average range from 2 feet and 8 inches to
jus over 3 feet. Your size is small.
Speed. Your base walking speed is 25ft.
Cunning. You have advantage on all Intelligence, Wisdom, and
Charisma saving throws agains magic.
Lalafellin Nimbleness. You can move through the space of any
creature that is of a size larger than yours.
Languages. You can speak, read and write Common and one other
language.

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The Homebrewery - NaturalCrit

Miqo'te Arid Sands and Dense Woods

The Nunh that I once fought also believed that his srrrength would save The hot, arid deserts of Southern Thanalan are home to one of the mos
him. He was wrong, and I am now Nunh. Many years ago I joined the famed tribes of the Seekers of the Sun. Seekers can be found anywhere
Company of Heroes to hone my skills insead of challenging my across the world, barring cold regions with a harsh winter climate. Those
predecessor before I was ready. Even when I was young I undersood that who integrate into larger cities tend to discard their tribal ties and take up
victorrrry goes to the patient, the cunning, the pragmatic." the social norms of the city in which they live. Keepers of the Moon have
taken to the dense foress away from the heat of the sun.
-U'odh Nunh, leader of the Drake Tribe
Adventure Calls
The Miqo'te are an aloof people who value their independence from the
world. Centuries ago the Miqo'te migrated, Seekers spreading across the The Miqo'te tend to difer on their approach to life depending on their
world in low numbers while Keepers fnding dense foress as a new home. ethnicity. The Seekers of the Sun are bold individuals who are quick to
Traditionally they avoid the other races, but over time more and more jump into action, but also become bored easily. This natural need for
Miqo'te have integrated into society with pockets of die hard traditional excitement may call a Miqo'te to action, leading them out into the world
Miqo'te tribes surviving out in the world. to explore. Those from traditional tribes may leave their tribe seeking to
sart their own clan of Seekers, becoming the alpha of their group.
Lithe Hunters

The Miqo'te are a feline race with large catlike ears, fanged teeth and long
tails. They have a highly tuned sense of smell and powerful legs, which
have allowed them to become natural hunters. The Seekers of the Sun's
ears are wider with thicker fur, while the Keepers of the Moon's ears are
longer and sylized, with shorter fur. Futhermore, the eyes of the Seekers
has developed such that the pupils are slit light, to help guard their eyes
from the exposure of the sun, while the Keepers' pupils have become large
and rounded. Many more women are born into the tribes and clans of the
Miqo'te people.

Of Suns and Moons

The Seekers or the Sun and Keepers of the Moon are two disinct
ethnicities falling under the Miqo'te. Their cultures difer greatly down to
the social sructures of their groups. The Seekers live in male dominant
societies centered around an alpha male known as the Nuhn, and worship
the god Azeyma. In consras the Keepers live in a matriarchical society
and worship the goddess Menphina.

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Keepers are guarded and brooding, which may sall them from setting out Languages. You can speak, read and write Common and one language
on a journey, but when the need arises to protect family, friends or their of your choice. When speaking Common, your pronunciation of "r"
home, a Keeper will sop at nothing to protect that which they cherish. sounds are sometimes extended with a purr.

Miqo'te Names Subrace. The Miqo'te are made up of two disinct clans. Select one of
the two subraces of Miqo'te.
Seekers of the sun use a simple naming convention. Male names are one
or two syllables and preceded by a letter which is associated with the Seekers of the Sun
tribe. The extra aitches (H) we see in names such as represent a slight
hissing/spitting sound that is made when the name is pronounced by the As a Seeker of the sun, you come from a race of renowned hunters. The
cat-like Miqo’te. Many of the other races in Eorzea cannot accurately Seekers live in a patriarchal society which woships the sun and Azeyma.
reproduce this sound, so the aitches (H) end up going silent when read. This pas has given you the tools to become a deadly hunter, capable of
They do not take a family name, but insead are given the name Tia at wounding their marks with great efciency.
birth. A Tia may change their surname to Nunh by challenging the tribes
breeding male and defeating him in battle. If successful the two trade Ability Score Increase. Your Charisma score increases by 1.
titles. Female seekers' frs names are given in the same way with three or Natural Athelticism. You gain profciency in the Atheletics skill.
more syllables, but the surname is the frs name of the breeding male who Graceful Speed. Your base walking speed is 35ft.
sired her.
Keepers of the Moon
The tribal prefx often gets dropped in casual conversation and with
close friends and family. As a Keeper of the Moon, you come from a highly spiritual matriarchy.
Your people worship and moon and the goddess Menphina. Many
The female Keepers use one to two syllable frs names without a tribal Keepers make use of war paint as they believe it helps to channel the
prefx due to their small communities. Additionally in their culture the power of the moon into their bodies. Keepers are renown for their
mother's surname is passed on to the children. The males born into the
Keepers' communities take both of their mother's names, adding a sufx Ability Score Increase. Your Wisdom score increases by 1.
to the end of their frs name to indicate their birth order counting the Tenacity. When you are reduced to 0 hit points but not killed outright,
males. It is rare that more than 3 sufxes are needed. you can drop to 1 hit point insead. You can't use this feature again until
you fnish a long res.
Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu,
B'cuhguh, S'tohm, S'ghut, M'bod, I'phur. Reserved Watchers

Female Seeker Names. C'nhamfaule, C'qhaalkamo, D'mhagsoo, Miqo'te tend to keep to themselves, trying to avoid contact with races
G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, outside their own, Even in highly populated cities, individual Miqo'te
N'zhamroli lead isolated lives, prefering to say aloof.

Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae,
Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan.

Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko,
Fafoh, Cehxi, Xarih, Ecih

Keeper Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka,
Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia.

Seekers of the Sun Tribes

For a full lis of the Seekers of the Sun's tribes, see appendix F.

Miqo'te Traits

Your Miqo'te character has a variety of natural abilities related to their
natural physical traits.

Ability Score Increase. Your Dexterity score increases by 2.
Age. Miqo'te tend to live secluded, healthy lives reaching physical
maturity around the age of 16, and living to be around 80 years old.
Alignment. Miqo'te who live within a traditional tribal setting lean
towards a lawful alignment, adhering to the laws of their people. Those
who are born or live in more diverse settings tend to lean in no particular
direction.
Size. Miqo'te are a people people with powerful leg muscles. Their
slender builds disract from how powerful their bodies really are. On
average males tend to range in height from 5 feet to 5 and a half feet tall,
while females range from 4 feet 9 inches to 5 feet 3 inches Your size is
medium.
Speed. Your base walking speed is 30ft.
Darkvision. Your eyes have adapted to help you see in the dark. You
can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern colour in darkness, only
shades of grey.
Predation. You gain profciency in the Perception skill.

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The Homebrewery - NaturalCrit

Roegadyn Be it sailing, naval service or mercenary work, the Sea Wolves continue
to feel mos at home when adventuring on board a ship. The Hellsguard in
They sought to secure a place to breed and multiply, that their kind might comparison live in land around the volcanic mountains of abalathia. Here
survive. Self-preservation, as you say. But we have as much right to live they guard the material plane from undead spirits trying to return home.
and thrive as they. If our own survival is threatened, are we to lay down
our arms and welcome oblivion? Nay. The Great Seas and Abalathia

-Admiral Merlwyb Bloefhiswyn The Roegadyn as an entire race hail from the Northern seas , their name
translating to people of the rain. These sea fairing people can be found
The Roegadyn are a physically powerful race of people with a thirs for living in coasal citites the world over living as sailors, mercenaries and
life which few can rival. They live loudly with boiserous voices, larger pirates.
than life goals and an unfinching approach to danger. Roegadyns are
fearless explorers who long ago were the greates pirates to sail the seas. The Hellsguard live around the volcanoes of the Abalathia mountains,
Adventure is in their blood. believing their home to be a sacred place related to the afterlife. Those
Hellsguard who choose to leave their mountain homes can be found in
Size Matters large cities near these mountains, making a living as sellswords or chasing
deeper knowledge of magic.
Roegadyn are enormous humanoids with a hulking muscular build. Men
and women alike grow to tower over the other races. Partly due to their
size, Roegadyn as a whole love competitions of srength and courage,
challenging one another to push themselves and their bravery. Their faces
have ferce features and large fat noses. Due to their large size, Roegadyn
tend to wear durable, fexible clothing which allows them to move easily.

Maritime Reavers, Volcanic Hermits

The Sea Wolves live up to their names through a soried hisory on the
ocean. Mos Sea Wolf communities can be found on the coas, as mos
make their living from the sea.

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The Homebrewery - NaturalCrit

In Their Nature Languages. You can speak, read and write Common and Roegadyn.
Subrace. The Roegadyn have settled into two disinct lifesyles. Select
The Roegadyn people are a boiserous race, seeking out challenges to tes a subrace based on where you come from.
their power and bravery.
On Your Merit
They rarely need much convincing to head into the heat of battle for a
cause they believe in, though coin may help speed them along. Sea Both the Sea Wolves and the Hellsguard do not carry preconceived
Wolves have a long hisory of pirating, looting and battle on ships of all notions about other races, but rather judge each person they meet by
sorts, giving them a deep seeded thirs for adventure. Hellsguard grow up their own sandards. Sea Wolves may value people who show courage,
in solitude away from society, having no city to call their own. They may while Hellsguard appreciate those who think before acting.
decide to head of in search of a more engaging exisence by heading
down their mountain and seeing what else the world has to ofer. Seawolf

Roegadyn Names Fearless sailors of the sea. The Sea Wolves have a sorried hisory of
being a great sailors. No coasal cities were safe in the pas when the Sea
Sea Wolves and Hellsguard follow very diferent rules when it comes to Wolves came to town. A hisory of sailing and pirating has left the Sea
naming conventions. Sea Wolves all derive their names by combining two Wolves with inherent abilities.
words from their ancient Roegadyn Language. Women of the Sea Wolves
also derrive their names by combining two words, but the second word is Ability Score Increase. Your Strength score increases by 1.
always one of eight words. Sea Wolves form their surnames by taking Sailor's Swimming. You have advantage when making Athletics
their parent's name and adding a third word; syn for males and wyn for (swimming) checks.
females, indicating they are a son or daughter respectively. Toughness. Your hit point maximum increases by 1, and it increases
by 1 every time you gain a level.
Hellsguard on the other hand avoid their ancient language and use the
common tongue. Their names are formed using two words as well, often Hellsguard
drawing inspiration from nature. Women of the Hellsguard tend to use
plant imagery in their names as well, but are not resricted to do so. Nearly The elusive Hellsguard live around then volcanoes located within
all Hellsguard abandon their family names, refusing to be defned by their Abalathia's Spine. They have lived in solitude for hundreds of years
ancesors in the pas. guarding the volcano from spirits seeking passage from the world of the
dead into their own world. A long hisory of practicing magic in the
Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, Broensymm, mountains has left the Hellsguard with innate supernatural abilities.
Haergeiss, Nedyrsatz, Unsynfarr
Ability Score Increase. Your Charisma score increases by 1.
Female Sea Wolf Names. Rhotbryda, Hezzwyb, Rhenbryda, Magical Knowledge. You gain profciency with the arcana skill.
Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Volcanic Children. You know the Firebolt cantrip. At 3rd level you
Trahggeim learn the Burning Hands spell and may cas it at the 2nd level once before
requiring a long res. When you reach 5th level, you can cas the Heat
Male Hellsguard Names. Aware Sun, Major Wind, Blue Yew, Metal spell once with this trait and regain the ability to do so when you
Grateful Fores, Surprised Cavern, Bright Island, Flawed Lake, Fearless fnish a Long Res. Charisma is your spell casing ability for these spells.
Oak, Dirt Snow, Stark Crow

Female Hellsguard Names. Soft Pea, Obedient Apple, Honored
Eclipse, Orange Autumn, Silly Feather, Carefree Locus, Secret Lavender,
Careful Vapor, Optimisic Blossom, Innocent Dafodil.

Roegadyn Language

Check Appendix F for a lis of Roegadyn words.

Roegadyn Traits

Your Roegadyn character has a variety of natural abilities which all
members of their race have.

Ability Score Increase. Your Consitution score increases by 2.
Age. Though physically larger than the other races, the Roegadyn do
not live any longer; reaching full maturity around the age of 20 and living
into their eighties.
Alignment. Roegadyn have no heavy leaning towards good or evil.
The Sea Wolves value the chaotic nature of adventuring and lean towards
this alignment, while the Hellsguard look to laws of their ancesors to
guard the sacred volcanoes they've lived near for ages.
Size. Roegadyns are a massive people who grow much taller than their
fellow races. Males grow as tall as 7 and a half feet tall, while women can
grow to be 7 foot 3 inches talls. Despite your powerful builds and great
height, your size is medium.
Speed. Your base walking speed is 30ft.
Brave. You have advantage on saving throws agains being frightened.
Powerful Build. You count as one size larger when you are
determining your carrying capacity and also the weight you are able to
push, drag or lift.

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The Homebrewery - NaturalCrit

Viera People of the Wood

The Viera may begin as part of the Wood, but it is not the only end that we The word Viera itself means "people of the wood" and true to their name,
may choose. in diferent foress of Dalmasca. Both the Rava and the Veena boas tall,
lithe frames and graceful traits of rabbits. The Rava make their home in
-Fran the Sky Pirate the Golmore Jungle and grew to have umber skin and dark hair, allowing
them to more easily blend in with the fores. In sark contract the Veena
The Viera are a beautiful and myserious folk, shrouded in mysery as have very light skin and fair hair help them blend in with the Skatay
many spend mos of their lives in the Woodlands they call home. Their Range they call home. On average the Veena are shorter than their Ravan
tall, slender bodies adorned with rabbit-like traits creates an air of grace counterparts.
amongs them. Long, high angled feet require high-heeled shoes and
dextrous clawed fngers help to draw a sriking image of the Viera. Of Jungles and Foress

Seperate Paths Both the Rava and Veena clans make their homes exclusively in the
Golmore Jungle, or the primeval foress which line the southwesern
The Viera are a race of both males and females, but outside of neccessary foothills of the Skatay Range, respectively. Both locations are large,
meetings to keep their race continuing onwards and taking the male sprawling canopies of fores which provide them with all the Viera need
children who have reached adulthood, they lead seperate lives. The males to survive. In addition to the thick fores canopy, the Skatay Range boass
of the Viera live secretive, lonely lives in which they shun everyone, even white mountains which the Veena has grown to use as a secondary home.
their own kin to fully pursue their sacred role as a Wood-warder. The Both the Rava and Veena guard their homes with violence and without
Wood-warders patrol the Golmore Jungle and ensure no outsiders reach prejudice, anyone who enters their fores homes may be privy to a hosile
their former homes. That isn't to say the women are defenseless though, as reception.
the female Viera are as capable as the men, but turn their attention to
defend their young and homes.

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The Homebrewery - NaturalCrit

The Green Word Loyal To Others

The Viera's set of laws are considered to be the laws of the fores in which The Viera are a race of people who warm to others slowly, keeping
they live. The Viera take jobs under this set of laws and resrict other races at an arms length and keeping their own kind divided even
themselves from having contact with the world outside of their fores. further. But once someone manages to break through this hesitation
Among many other resrictions the Viera subject themselves to, some fnd they'll fnd a salwart ally.
their ways of putting. If a Viera chooses to leave the fores they are Au Ra. "Their nomadic life syle and deep traditions is quite similar to
considered an outsider from that day forward. These srict laws often ourselves and the Green Law. I may fnd their way of doing things
drive Viera with a fre in their heart away to seek adventure. srange but I can appreciate their way of life all the same."

Viera Names Hyur. "They are ever ambitious and this can lead to all kinds of
trouble. With their meddling an entire bloodline of Viera formed.
Viera names are often short in nature, normally only 4 characters long. There mus be something special about them to cause one of our own
The letter "J" is used as a vowel in their tongue creating confusion at to falter in their beliefs."
times for those who are not familiar with the Viera language. Despite
close attention to purity in their bloodlines, the Viera do not worry about Miqo'te. "The Miqo'te seem to be great hunters, I can't help but
lineage and do not have family names. wonder who the better between us would be. I respect their ability."

Male Viera Names. Atan, Morn, Tjln, Frjn Rava
Unsure as to true examples of male names but will give some example
names until ofcial material is released Making their home in the Gelmore Jungle, the Rava are a tall, powerful
Female Viera Names. Fran, Jote, Mjrn, Kryn, Ktjn race with an intimating presence about them. Their powerful bodies and
unrelenting tactics in the fores make the Rava powerful friends and more
Viera Traits dangerous foes.

Your Viera character has a variety of natural abilities. Ability Score Increase. Your Wisdom score increases by 1.
Ability Score Increase. Your Dexterity score increases by 2. Powerful Presence. You gain profciency in the Intimidate skill.
Age. Viera reach physical maturity at the same pace as all the other
Veena
races, but once reaching adulthood live roughly three times as long as the
other races, approximately 240 years. Hailing from the foress which grow about the Skatay Range, the Veena
defend their home with jus as much vigor as the Rava, but have a much
Alignment. The Trueblooded Viera tend toward a Lawful nature, as easier time if they leave their homes due to their more average size and
they have a srict code of saying within the woods and living their lives, softer appearance. Due to the rise of war near their homeland, many
while adventurers who leave home tend towards a more Chaotic Veena left the Skatay Range, joining many pockets of civilization.
alignment as they're a people who live outside of tradition.
Ability Score Increase. Your Intelligence score increases by 1.
Size. The Rava are tall and lithe people who reach an average height Approachable. You gain profciency in the Persuasion skill.
jus over 6ft. tall, while the Veena are shorter, with an average height
around 5ft. 8 inches tall. Your size is medium.

Speed. Your base walking speed is 35ft.
Lapine Hop. Your maximum high jump and long jump disances are
10ft. higher than how it would be normally calculated.
Lucky. When you roll a 1 on an attack roll, ability check, or saving
throw, you can re-roll the die and mus use the new roll.
Mask of the Wild. You can attempt to hide even when you are only
lightly obscured by foliage, heavy rain, falling snow, mis, and other
natural phenomena.
Speak with Small Beass. Through sounds and gesures, you can
communicate simple ideas with Small or smaller beass.
Languages. You can speak, read and write Common and Viera.
Subrace. The Viera's bloodline has split into two disinct groups, the
dark skinned Veena and the fair skinned Rava.

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The Homebrewery - NaturalCrit

Chapter 2: Classes uses frearms y g,
and creates Intelligence Simple
clockwork weapons,
companions to Pisols,
fght with them.
Hunting
Rifes,
Revolvers
and Muskets

Classes Red Mage A mage who d8 Dexterity & Light armor,
draws from the Charisma Simple
schools of
white and black weapons,
magic, weaving Short Swords
them with and Rapiers
swordplay.
Saving Armor and
Hit Throw Weapon Samurai A fghter d10 Strength & Light,
Description Die Profciencies Profciencies specializing in Wisdom Medium
Class an easern Armour,
simple
Arcanis A spellcaser d6 Intelligence Daggers, approach to weapons,
who summons a & Wisdom darts, slings, martial
combat. Weapons
familiar to quartersafs,
assis them in light Warrior A fghter who d12 Strength & All armor,

battle. crossbows

Asrologian A spellcaser d6 Wisdom & Daggers, uses immense Consitution simple
who uses tarot Charisma Darts, Slings, srength and weapons, and
cards and draws bulk to martial
power from the Quarter overpower weapons
sars. Stafs, Light opponents.
Crossbows

Black A mage who d6 Intelligence Daggers, White A mage who d6 Wisdomw & Daggers,
Mage calls upon the & Charisma Darts, Slings, Mage draws on the Charisma Darts, Slings,
power of the
Quarter power of nature Quarter
void to Stafs, Light to power their Stafs, Light
empower their Crossbows spells. Crossbows

spells.

Blue Mage A mage who d8 Dexterity & Light Class Table and Archetypes
creates links Intelligence Armour,
with monsers The full classes provided in this document are lised in the table above.
and draws Simple The following Final Fantasy XIV classes which are represented by
magic from Weapons, archetypes for use alongside the D&D 5th Edition Player's Handbook are
their powers. the following: Bard, Monk, Ninja and Paladin.
Long
Dancer A spellcaser d8 Swords,
who uses Scimitars,
Short Swords
special dances Dexterity & Daggers,
to manipulate Charisma Sickles,
magic within Darts, Light
their bodies. Crossbows,
Whips

Dark A knight who d10 Consitution All Armor,
Knight harnesses & Charisma shields,
forbidden
power to Simple and
protect the Martial
weak. Weapons

Dragoon A fghter who d10 Strength & Light and
harnesses the Dexterity Medium
power of armor,
dragons to jump simple
through the sky weapons and
and dive upon martial
their foes. Weapons

Gunbreaker A fghter who d10 Strength & Light and
has augmented Dexterity Medium
his weaponry Armour,
with gunfre to Shields,
deliver Simple and
powerful Martial
attacks. Weapons

Machinis A tinkerer who d8 Dexterity & Light armor,

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The Homebrewery - NaturalCrit

Multiclassing Multiclassing Profciencies

The table appearing to the right indicates the sat requirements for each Class Profciencies Gained
class if you intend to multiclass. Arcanis -
Asrologian -
Multiclassing Prerequisites
Black -
Class Ability Score Minimum Mage
Blue Mage Light Armor, Simple Weapons, Long Swords,
Arcanis 13 Intelligence
Scimitars, Short Swords
Asrologian 13 Wisdom Dancer Light Armor, Charkrams, Scimitars
Dark Light Armor, Medium Armor, Shields, simple
Black Mage 13 Intelligence Knight weapons, martial weapons
Dragoon Light Armor, Medium Armor, simple weapons,
Blue Mage 13 Intelligence
martial weapons, one skill from the class's skill
Dancer 13 Charisma lis
Gunbreaker Light Armor, Medium Armor, simple weapons,
Dark Knight 13 Stregnth or Charisma martial weapons, one skill from the class's skill
lis
Dragoon 13 Strength or Dexterity Machinis Light Armor, Pisols, Hunting Rifes, Revolvers,
Muskets
Gunbreaker 13 Strength Red Mage Light Armor, Rapier, one skill from the class's
skill lis
Machinis 13 Dexterity or Intelligence Samurai Light Armor, Medium Armor, simple weapons,
martial weapons, one skill from the class's skill
Red Mage 13 Charisma lis
Warrior Light Armor, Medium Armor, Shields, simple
Samurai 13 Strength weapons, martial weapons
White -
Warrior 13 Strength Mage

White Mage 13 Wisdom

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The Homebrewery - NaturalCrit

Arcanis

A lightly armoured man maneuvers through the battlefeld alongside his
carbuncle companion. The carbuncle dashes ahead and lets out a burs of
magical energy, dazing their foes, while their allies return to formation,
swaying the battle in their favour.

A quiet woman carefully scratches notes into her research tome. After a
long quiet hour passes, a shining avian fgure burss forth from another
plane, ready to heed her every command.

A carefully launched arrow catches the the elven woman's ally.
Invoking a few words and raising her grimoire to the sky, healing magics
close the wound, allowing their friend to fght on.

These skillful magic users take on many roles on the battlefeld, be it a
commander of their allies, a medic or a desructive force. Through careful
planning and preparation an Arcanis becomes an indomitable force to
sand agains.

Magic Through Research

Arcaniss work hard to explore the secrets of magic, only through deep
undersanding of formulas and geometrical fgures can they produce
magical efects. Their tomes and grimoires are flled with fascinating
formulas and diagrams, which when fed magical energy from the
arcanis's body burs forth into powerful spells. Ever thirsy for greater
knowledge, an Arcanis seeks knowledge and then puts it to the tes.

Borrowed Power

One thing which sets the Arcanis apart from other spell casers is their
usage of summoning companions. Early in their sudies an Arcanis learns
to summon forth a magical servant. This is the frs major task of an
Arcanis and helps to sharpen their powers. The companion borrows some
of the arcanis's power and in return gives the caser an unwavering ally
on the feld of battle.

Creating an Arcanis

An arcanis's path begins with a few formulas scrawled in a tome and a
large amount of time practicing their craft, researching to unlock greater
power to have at their disposal. You mus consider what was your
arcanis's call to action? Perhaps their thirs for knowledge couldn't be
satisfed at their desk, or they saw that their abilities could help the world
in another way. Perhaps they uncovered some information that they mus
invesigate or acted upon.

Whatever the cause which brought the arcanis out into the world, they
do so with their research in hand and companion by their side.

Quick Build

You can make a Arcanis quickly by following these suggesions. Firs
make Intelligence your highes ability score, following with Wisdom.
Second take the Sage background. Third, take the Acid Splash, Mage
Hand and Presidigitation cantrips.

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The Homebrewery - NaturalCrit

The Arcanis Skills: Choose two from Arcana, Hisory, Insight, Invesigation, Equ
Medicine, and Religion.
You sa
Profciency Cantrips granted
Level Bonus Features Known 1s 2nd 3rd 4th 5th
(a)
1s +2 Spellcasing, 3 2 — — — — (a)
Tactics (a)

2nd +2 Specialization, 3 3 — — — — Spe
Summoning,
Companion's As a s
Bond that sh

3rd +2 ─ 3 4 2 ——— Can

4th +2 Ability Score 4 4 3 — — — At 1s
Improvement spell li
levels,
5th +3 ─ 4 4 3 2 ——
Spel
6th +3 Specialization 4 4 3 3 — —
Feature At 1s
of your
7th +3 ─ 4 4 3 3 1— you kn

8th +3 Ability Score 4 4 3 3 2 —
Improvement

9th +4 ─ 4 43 331

10th +4 Specialization 5 4 3 3 3 2
Feature

11th +4 ─ 5 43 332

12th +4 Ability Score 5 4 3 3 3 2
Improvement

13th +5 ─ 5 43 332

14th +5 Specialization 5 4 3 3 3 2
Feature

15th +5 ─ 5 43 332

16th +5 Ability Score 5 4 3 3 3 2
Improvement

17th +6 ─ 5 43 332

18th +6 Grand Design 5 4 3 3 3 3

19th +6 Ability Score 5 4 3 3 3 3
Improvement

20th +6 According to 5 4 3 3 3 3
Plan

Class Features

As an Arcanis, you gain the following class features

Hit Points

Hit Dice: 1d6 per Arcanis level
Hit Points at 1s Level: 6 + your Consitution modifer
Hit Points at Higher Levels: 1d6 (or 4) + your Consitution modifer per

Arcanis level after 1s

Profciencies

Armor: None
Weapons: Daggers, darts, slings, quartersafs, light crossbows
Tools: None

Saving Throws: Intelligence, Wisdom

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The Homebrewery - NaturalCrit

YOUR SPELLBOOK For example, if you're a 3rd-level Arcanis, you have four 1s-level and
two 2nd-level Spell Slots. With an Intelligence of 16, your lis of prepared
The spells that you add to your spellbook as you gain Spells can include six Spells of 1s or 2nd level, in any combination,
levels refect the arcane research you conduct on your chosen from your Spellbook. If you prepare the 1s-level spell Magic
own, as well as intellectual breakthroughs you have Missile, you can cas it using a 1s-level or a 2nd-level slot. Casing the
had about the nature of the multiverse. You might spell doesn't remove it from your lis of prepared Spells.
fnd other spells during your adventures. You could
discover a spell recorded on a scroll in an evil You can change your lis of prepared Spells when you fnish a Long
Wizards’s ches, for example, or in a dusy tome in an Res. Preparing a new lis of Arcanis Spells requires time spent sudying
ancient library. your Spellbook and memorizing the incantations and gesures you mus
make to cas the spell: at leas 1 minute per Spell Levelfor each spell on
Copying a Spell into the Book. When you fnd an your lis.
Arcanis spell of 1s level or higher, you can add it to
your spellbook if it is of a spell level you can prepare Spellcasing Ability
and if you can spare the time to decipher and copy it.
Intelligence is your Spellcasing Ability for your Arcanis Spells, since
Copying that spell into your spellbook involves you learn your Spellshrough dedicated sudy and memorization. You use
reproducing the basic form of the spell, then your Intelligence whenever a spell refers to your Spellcasing Ability. In
deciphering the unique sysem of notation used by the addition, you use your Intelligence modifer when Setting the saving
person who wrote it. You mus practice the spell until throw DC for a Arcanis spell you cas and when Making an Attack roll
you undersand the sounds or gesures required, then with one.
transcribe it into your spellbook using your own
notation. Spell save DC = 8+ your profciency bonus + your Intelligence
modifer
For each level of the spell, the process takes 2
hours and coss 50 gp. The cos represents material Spell attack modifer = your profciency bonus + your Intelligence
components you expend as you experiment with the modifer
spell to maser it, as well as the fne inks you need to
record it. Once you have spent this time and money, Ritual Casing
you can prepare the spell jus like your other spells.
You can cas a Arcanis spell as a ritual if that spell has the ritual tag and
Replacing the Book. You can copy a spell from you have the spell in your Spellbook. You don't need to have the spell
your own spellbook into another book—for example, prepared.
if you want to make a backup copy of your spellbook.
This is jus like copying a new spell into your Spellcasing Focus
spellbook, but faser and easier, since you undersand
your own notation and already know how to cas the You can use an arcane focus as a Spellcasing focus for your Arcanis
spell. You need spend only 1 hour and 10 gp for each Spells.
level of the copied spell.
Learning Spells of 1s Level and Higher
If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have Each time you gain a Arcanis level, you can add two Arcanis Spells of
prepared into a new spellbook. Filling out the your choice to your Spellbook for free. Each of these Spells mus be of a
remainder of your spellbook requires you to fnd new level for which you have Spell Slots, as shown on the Arcanis table. On
spells to do so, as normal. For this reason, many your Adventures, you might fnd other Spells that you can add to your
Arcaniss keep backup spellbooks in a safe place. Spellbook (see “Your Spellbook”).

The Book’s Appearance. Your spellbook is a Tactics
unique compilation of spells, with its own decorative
fourishes and margin notes. It might be a plain, Beginning at the 1s level, you have developed a head for tactics during
functional leather volume that you received as a gift battle. You may use a number of tactics equal to your Intelligence
from your maser, a fnely bound gilt-edged tome you modifer. These uses recover after completing a short or long res.
found in an ancient library, or even a loose collection
of notes scrounged together after you los your You learn your frs tactic at 1s level from the following lis. You learn
previous spellbook in a mishap. additional tactics at the 2nd, 6th, 10th and 14th level. Some tactics may
require you be at leas a certain level or have taken a specifc
Preparing and Casing Spells specialization.

The Arcanis table shows how many Spell Slots you have to cas your Aetherial Barrier. When a creature you can see attacks a target other
than you that is within 5 feet of your summoned ally, you can use your
Spells of 1s level and higher. To cas one of these Spells, you mus reaction to impose disadvantage on the attack roll.

expend a slot of the spell's level or higher. You regain all expended Spell Blessing of Nym (Scholar only). You may cas a spell which recovers
hit points or is from the Nymian Scholar expanded spell lis through your
Slots when you fnish a Long Res. summoned ally. Your fey acts as the point of origin for the spell and your
touch based spells may be cas as though you were sanding where your
You prepare the lis of Arcanis Spells that are available for you to cas. fey is.

To do so, choose a number of Arcanis Spells from your Spellbook equal

to your Intelligence modifer + your Arcanis level (minimum of one

spell). The Spells mus be of a level for which you have Spell Slots.

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Bombarding. (Tactician only). When you take an attack action or cas a Switching Step (6th Level Required). As a bonus action, you may
spell, you may direct one of your companions to srike. When you do so, switch places with your summoned ally insantly if they are within 60ft. of
choose a friendly creature who can see or hear you. That creature can you. This does not provoke attacks of opportunity.
immediately use its reaction to make one weapon attack.
Tactical Position (Tactician Only). You may use the help action as a
Casle (10th Level Required). Your summoned ally and a willing bonus action.
creature within 15ft. Of it insantaneously switch positions. This does not
provoke attacks of opportunity. Tri-bind (Summoner Only, 6th Level Required). As an action all
creatures within 10ft. of your summoned ally mus make a Dexterity
Carbuncle Bind (Tactician Only). When your carbuncle lands a saving throw agains your Spell Save DC or become resrained. As an
melee attack, as a reaction you may attempt to bind a creature to your action the creatures may make a Strength saving throw to end the efect.
carbuncle. The target of your carbuncle's attack mus make a dexterity
saving throw. On a failed save, a binding ethereal chain burss forth from Summoning
the carbuncle, shackling the target. The creature may not move more than
5ft away from the carbuncle for 1d4 rounds. Beginning at the 2nd level, you are able to perform a ritual to summon an
aetherial companion which is able to fght alongside you. If you select the
Carbuncle Shine (Tactician Only). As a bonus action you cause your Tactician archetype, you may summon a carbuncle, if you select the
carbuncle to shine brightly. All creatures who can see the carbuncle Summoner archetype you may summon an Egi, and if you select the
within 10ft. mus make a Consitution saving throw. On a failed save, the Scholar archetype you may summon a Nymian Fey.
creature is blinded for 1d4 rounds.
To summon your companion you mus spend one hour performing a
Deployment Tactics. (Tactician only). As a bonus action, select two ritual for which your spell casing focus is required. You may only
friendly creatures who can see and hear you. They may move up to half summon one companion once before requiring a long res. When
their movement speed without provoking attacks of opportunity. summoned your companion gains all benefts of your Companion's Bond
ability. You may only summon one companion at a time. If your
Devotion (Summoner only, 10th Level Required). When a creature companion srays farther than one mile from you, their bond to you and
within 5ft. of your summoned ally attacks another creature with a melee the material plane are severed, causing them to disperse.
attack successfully, as a reaction you may add your Intelligence modifer
and profciency bonus to the damage roll. Companion's Bond

Elemental Attunement (Summoner only). As an action, you may Your summoned companion gains a variety of benefts while it is under
grant resisance to fre, cold, lightning, poison or sonic damage to yourself your control.
or a creature within 5ft. of you for a number of rounds equal to your
Intelligence modifer. The companion loses its Multiattack action if it has one.
The companion obeys your commands as bes it can. it rolls for
Emergency Tactics (Scholar only, 10th Level Required). When a initiative like any other creature, but you determine its actions, decisions,
creature you can see takes damage, as a reaction you may cas a spell attitudes and so on. If you are incapacitated or absent, your companion
which heals a target. acts on its own.
Your summoned companion has abilities and game satisics
Excogitation (Scholar only). When you cas a healing spell, you may determined in part by your level. Your companion uses your profciency
delay the efect by up to 1 minute. The spell efect activates after the bonus rather than its own. In addition to the areas where it normally uses
target takes a total amount of damage declared by you when you use this its profciency bonus, a summoned companion also adds its profciency
tactic. If the creature reaches 0 hit points or less the healing spell takes bonus to its AC, attack and damage rolls.
efect immediately. For each level you gain after 3rd, your summonned companion gains an
additional hit die and increases its hit point accordingly.
False Fear (Tactician Only, 6th Level Required). When your
carbuncle lands an attack, as a reaction you may attempt to attack their
mind as well. The creature mus make a Wisdom saving throw agains
your spell save DC, on a failed save their mind is infesed with an illusion
causing them to become frightened of the carbuncle until the end of your
next turn.

Nymian Preparation (Scholar only, 6th Level Required). When you
cas a spell which heals hit points, insead of healing the target, they gain
temporary hit points equal to half the amount of hit points that would have
been healed. The healing spell mus require the caser to roll dice to
decide the amount of hit points recovered. If Adloquiem would have been
triggered by the heal, the creature gains temporary hit points equal to the
full amount of hit points healed.

Quick Summoning (14th Level Required). As an action, you may use
your Summoning feature insantly. You may do so once, use of this tactic
recovers after a long res.

Rouse. As a bonus action, for a number of rounds equal to your
Intelligence modifer, add your Intelligence modifer to the damage rolls
and healing efects of your summoned ally.

Spreading Strike (6th Level Required). When your summoned ally
lands an attack, as a reaction you may direct your summonered ally to
launch a second attack on a creature 5ft. from the frs target.

Spur (Summoner only). As a reaction when your Egi takes an action,
they gain advantage on their attack roll. The additional damage from your
profciency bonus is doubled for this attack.

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Whenever you gain the Ability Score Improvement class feature, your Strategic Preparation
companion's abilities also improve. Your companion can increase one
ability score of your choice by 2, or it can increase two ability scores of Beginning at the 6th level, if you spend at leas 1 minute observing or
your choice by 1. As normal, your companion can't increase an ability interacting with another creature outside combat, you can learn certain
score above 20 using this feature unless its description specifes information about its capabilities compared to your own. The DM tells
otherwise. you if the creature is your equal, superior, or inferior in regard to two of
the follow characterisics of your choice:
Ability Score Improvement
Strength score
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you Dexterity score
can increase one ability score of your choice by 2, or you can increase two Consitution score
ability scores of your choice by 1. As normal, you can't increase an ability Intelligence score
score above 20 using this feature. Wisdom score
Charisma score
Grand Design Armor Class
Current hit points
Beginning at 18th level, the maximum number of tactics you may use Class levels (if any)
before a res increases by 2.
At the DM's discretion, you might also realize you know a piece of the
According To Plan creature's hisory or one of its personality traits, if it has any.

Beginning at the 20th level, gain half of your expended tactics uses when Chain Stratagem
you roll for initiative.
Beginning at the 10th level, when an ally is attacking a creature whom is
The Summoned Ally afected by your Help action, their attack lands a critical hit on a die result
19 or 20.
The Arcanis's mos prized companion is the one they bring forth into the
world. Through the use of grimoires and magical fomulas, Acantiss have Carbuncle's Sacrifce
learned how to bring forth a magical ally to fght alongside them.
Depending on the area of sudy an Arcanis specializes in, they are able to Beginning at the 14th level, you are able to sacrifce your carbuncle to
summon diferent allies. A Tactician has learned to bring forth a recall the magic energy which makes up its body and calm your mind.
carbuncle, a Summoner has learned to bring forth elemental egis, and a Your carbuncle is unsummoned and you recover half the expended uses
Nymian Scholar has learned to summon a special type of fey. of your Tactics feature.

Tactician Summoner

Mos arcaniss walk the path of the Tactician, highly intelligent spell A summoner has directed their sudies towards harnessing the powers of
casers who assis their allies by organizing their forces and swaying raging elementals of another plane, binding them to the material plane and
battle with tactical maneuvers. In the tradition of arcaniss, the tactician making them bend to their will. These harnessed elementals are known as
who brings forth a carbuncle, to help dictate the pace of battle. Egis, and act as servants to their summoner.

Field Commander Egi's Boon

Beginning at the 2nd level, you have opted to take up the blade alongside Beginning at the 2nd level, while you have your Ifrit Egi summoned you
the book to protect yourself on the battle feld. You gain profciency in know the Firebolt Cantrip and have resisance agains fre damage. While
light armor, shields, simple and martial weapons. You may use your you have your Garuda Egi summoned you know the Thunderclap cantrip
weapon as a casing focus to satisfy the somantic component. You gain and have resisance agains thunder damage. While you have your Titan
one extra hitpoint when you level up, including reaching the 2nd level. Egi summoned you know the Magic Stone cantrip and have resisance
agains bludgeoning damage.
Additionally, beginning at 2nd level, when you select a new tactic
according to the Tactics feature, you select two tactics. Channeled Casing

Tactical Eye Beginning at the 6th level, when you cas a spell you may cas the spell as
if you were sanding where your egi is. Spells which use you as their point
Also beginning at 2nd when you use the Help action to aid an ally in of origin may insead use your Egi as the point of origin. These spells do
attacking a creature, the target of that attack can be within 30 feet of you, not cause damage to your egi. You may use Channeled Casing 3 times,
rather than 5 feet of you, if the target can see or hear you. uses of this feature recovering after a long res.

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Feser

Beginning at the 10th level, when you cas a spell that deals damage and
requires a target creature to make a saving throw, if it fails you may deal
additional necrotic damage to the target creature equal to #d8, where # is
equal to your Intelligence modifer. You may do so three times, uses of
this feature recovering after a long res.

Enkindle

Beginning at the 14th level, as an action you are able to call on your Egi to
release the great power hidden within it, unleashing a devesating attack.
You may unleash the power of your Egi once, this use refreshing after
completing a long res. The power is desribed in the creature description
in appendix B.

Nymian Scholar

Some arcaniss decide to research the use of their magic in the medical
arts. These arcaniss come to be known as nymian scholars, specializing
in the los healing magic of nym. They call on the fey of this los city,
summoning them to assis them on the feld of battle.

Expanded Spell Lis

Spell Level Spell
1s Bless, Sanctuary
2nd Lesser Resoration, Prayer of Healing
3rd Mass Healing Ward, Revivify
4th Lusrate, Sacred Soil
5th Greater Resoration, Mass Cure Wounds

Critical Heal

Starting at the 2nd level, your healing spells have the potential to cause a
critical heal. When you cas a healing spell and one of the die results in its
highes possible result. Roll another die of the same value and add that
number to the amount of hit points recovered. A critical heal may only
occur once per healing spell.

Nymian Healer

Starting at 6th level, your healing spells are more efective. Whenever you
use a spell of 1s level or higher to resore hit points to a creature, the
creature regains additional hit points equal to 5 + the spell's level.

Adloquiem

Starting at the 10th level, when you cas a spell of 1s level or higher to
resore hit points to a creature, you may expend one us of tactics to
empower the heal. Your healing spell creates a protective ward on the
creature, granting them temporary hit points equal to the hit points
recovered for 10 minutes. If a critical heal occured, the target gains
additional temporary hit points equal to half of the amount of hit points
recovered.

Nymian Savior

Starting at the 14th level, when you cas a healing spell which will not
grant temporary hit points, that creature gains 1d10 temporary hitpoints.

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Asrologian

A slender woman draped in fne robes sits in a dark room across from a
man who feels he has los his way. Smiling she releases her Planisphere
and a furry of arcana cards into the air. From the squall of cards she
draws and divines the man’s fate, insilling in the los soul a sense of
peace and hope for the future.

A man sands behind his allies on the battlefeld. He raises his Star
Globe to the sky and begins to channel energy into this tool. Using the
power of the sars above, soothing energy radiates outwards, enveloping
his allies, turning the tide of battle from the prior dire circumsance they
fought agains.

A well versed Asrologian sands before a congregation of people. She
has come to spread the word of her rare new art, ofering undersanding of
the future through the power of the sars. It has become her sacred duty to
bring the sars into view for the common people.

Whether they sand behind their allies granting them the blessing of the
sars and moons of the universe, or sanding alongside them on the front
line, Asrologians manipulate the fates of both friends and foe to fnd
success.

Wielders of Fate

The frs task of all Asrologians is to gain a masery over using the deck
of sixty. To them, fortunetelling is a tool which allows them to interpret
the sars themselves. Their deck is based on the consellations that they
sudy. The Asrologians are gifted a divining deck when they begin their
sudy from their maser. They act as a conduit for the magic energy
gathered by their sar globes, passing the empowering magic from the
sars to their allies.

An Elegant Tool

The Star Globe is a tool used by Asrologians which allows them to locate
and draw in power from the sars. The globes are formed by large rings of
precious metal and lenses. The rings are marked using a large spread of
precise markings and which allows the user to fnd and map the sars in
order to draw power without a view of the sky.

Creating an Asrologian

Asrologians hail from a faraway island where knowledge is viewed as the
greates virtue. Asrologians are usually scholars by trade, and specialized
in the sudy of asromancy. Often they fnd themselves born into the
scholar’s life or into highborn families. Sometimes low born apprentices
fnd themselves working beneath a maser of asromancy and learn how to
tap into the magic of the sars. Asrologians are blessed with the ability to
read the future. Through the use of the deck of sixty and the sars they are
capable of tapping into the future, though the farther they look, the less
clear things become. Some Asrologians travel the land to share this gift
of foresight with everyone, while others seek out opportunities to spread
their young order of magic around the realm. Others track down allies and
adventure, as the sars had mandated that the Asrologian set out on a
ques for a task which they cannot see the end of. Asrologians borrow
power from the cosmos, and in return seeks to see that the will of the sars
is done.

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The Asrologian Hit Points at Higher Levels: 1d6 (or 4) + your Consituion modifer per
Asrologian level after 1s
Profciency Available Cantrips
Level Bonus Features Draws Known 1s 2nd 3rd Profciencies

1s +2 Spellcasing, 2 3 2— Armor: None
Draw Weapons: Daggers, Darts, Slings, Quarter Stafs, Light Crossbows
Tools: Divination Deck
2nd +2 Sect Study 3 3 3—
Focus 4 3 42 Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, Hisory,
3rd +2 ─
Religion
4th +2 Ability Score 5 4 43
Improvement Equipment

5th +3 Shufe 6 4 43 You sart with the following equipment, in addition to the equipment
6th +3 Sect Study 7 4 43 granted by your background:

Feature a dagger
a Star Globe
7th +3 ─ 8 4 43 a Divination Deck
(a) a explorer's pack or (b) a scholar's pack
8th +3 Ability Score 9 4 43
Improvement Spellcasing
4 43
9th +4 ─ 10 5 43 As a sudent of asrology, you can cas Asrologian spells. See chapter 10
of the PHB for the general rules of spellcasing and the end of this
10th +4 Sect Study 11 document for the Asrologian spell lis.
Feature
Cantrips
11th +4 Royal Road 12 5 43
At 1s level, you know three cantrips of your choice from the Asrologian
12th +4 Ability Score 13 5 43 spell lis. You learn additional Asrologian cantrips of your choice at
Improvement 5 43 higher levels, as shown in the Cantrips Known column of the Asrologian
table.
13th +5 ─ 14

14th +5 Sect Study 15 5 43
Feature

15th +5 ─ 16 5 43
5 43
16th +5 Ability Score 17
Improvement

17th +6 Double Draw 18 5 43

18th +6 Shufe 19 5 43
5 43
19th +6 Ability Score 20
Improvement 5 43

20th +6 Time 21
Dialation

Quick Build

You can make an Asrologian quickly by following these suggesions.
Firs make Wisdom your highes ability score, following with
Consitution. Second take the sage background. Third, take the Dancing
Lights, Sacred Flame, Guidance and Truesrike cantrips and the frs level
spells Cure Wounds and Divine Favor.

Class Features

As a Asrologian, you gain the following class features

Hit Points

Hit Dice: 1d6 per Asrologian level
Hit Points at 1s Level: 6 + your Consitution modifer

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Preparing and Casing Spells When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two
The Asrologian table shows how many spell slots you have to cas your ability scores of your choice by 1. As normal, you can't increase an ability
Asrologian spells of 1s level and higher. To cas one of these spells, you score above 20 using this feature.
mus expend a slot of the spell’s level or higher. You regain all expended
spell slots when you fnish a long res. Spread

You prepare the lis of Asrologian spells that are available for you to Beginning at the 5th level your sudies into asromancy has led you to a
cas, choosing from the Asrologian spell lis. When you do so, choose a better undersanding of reading fortunes. As a bonus action after using the
number of Asrologian spells equal to your Wisdom modifer + your Draw ability, you may set a drawn card aside for later use. This card is
Asrologian level (minimum of one spell). The spells mus be of a level added to your spread and can be used as a bonus action during your turn.
for which you have spell slots. The card sits in your spread until used. You may hold up to three cards in
your spread at a cos of one extra draw for a second and third card. The
For example, if you are a 3rd-level Asrologian, you have four 1s-level cards in your spread expire during a long res. When a card is used from
and two 2nd-level spell slots. With a Charisma of 16, your lis of prepared your spread is gains the benefts of Royal Road if applicable.
spells can include six spells of 1s or 2nd level, in any combination. If you
prepare the 1s-level spell cure wounds, you can cas it using a 1s-level or Draw Efects Card Efect
2nd-level slot. Casing the spell doesn’t remove it from your lis of
prepared spells. Card Die
Drawn Result
You can change your lis of prepared spells when you fnish a long res.
Preparing a new lis of Asrologian spells requires time spent in prayer The 1 Bonus 1d6 damage on all damage efects
and meditation: at leas 1 minute per spell level for each spell on your lis. Balance

Spellcasing Ability The Bole 2 All damage you take is reduced by 1d6.

Wisdom is your spellcasing ability for your Asrologian spells. The The 3 You gain one extra attack when you take
power of your spells comes from your undersanding of asrological Arrow the attack action.
powers. You use your Wisdom whenever a Asrologian spell refers to
your spellcasing ability. In addition, you use your Wisdom modifer The 4 Your attack rolls crit on a 19 or 20 die
when setting the saving throw DC for a Asrologian spell you cas and Spear result.
when making an attack roll with one.
The Ewer 5 Temporarily resores one level 1 or 2 spell
Spell save DC = 8 + your profciency bonus + your Wisdom modifer slot.
Spell attack modifer = your profciency bonus + your Wisdom
modifer The Spire 6 Temporarily resores 1, non-spell slot
resource to an ally.
Ritual Casing
*The resources included in this efect includes class resources like the
You can cas a Asrologian spell as a ritual if that spell has the ritual tag Monk’s Ki Points and the Fighter’s maneuver dice. This does not
and you have the spell prepared. include abilities which do not use a resource such as a Cleric's Channel
Divinity or a Fighter's Action Surge. There mus be an expended
Spellcasing Focus resource. Ask your DM their consideration of what counts as a
resource.
You can use a sar globe, planisphere or other similar tools as an arcane
focus (found in chapter 5 of the player's handbook) for your asrologian
spells.

Draw

Beginning at the 1s level, as an Asrologian, you are able to use the Draw
ability. You are capable of channeling the power of the sars into your
deck of sixty, and grant boons based on the card drawn. You are limited to
the number of draws indicated in the class summary table.

Using your action, roll 1d6, the number shown corresponds to the
drawn card. Once drawn, you may apply the empowering efect to
yourself or another creature within 30ft. that you can see. The card
releases the energy within and the card returns to the deck.

The efect of the boon lass for a number of rounds equal to half your
Wisdom ability modifer rounded down with a minimum of 1 round. You
mus use temporary resources within this time. Available draws refresh
after a long res.

Asrologian Archetype

At 2nd level, you choose a sect to sudy as an Asrologian: Diurnal Sect,
Nocturnal Sect or Fortuneteller, all detailed at the end of the class
description. Your archetype choice grants you features at the 2nd, 6th,
10th and 14th level.

Ability Score Improvement

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Royal Road Time Dialation

Beginning at the 11th level, your undersanding of fortunetelling has Beginning at the 20th level, as a bonus action you may expend one
grown considerably, allowing you augment your arcana cards further. available draw to extend the efect of the Draw action by 1 round. Each
After you use the Draw action, you may use a bonus action to convert that subsequent extension requires one extra available draw to be spent.
card into an empowerment for a future reading. This empowerment afects
the next card that you use to empower an ally using the Draw action. The Heavenly Paths

Royal Road Efects When an Asrologian is early on in their sudies, they select a sect of sars
from which they will draw their powers from. The sars were mapped
Converted: The Balance or The Bole using the positions of the sun and moon, and these two sects are refective
Efect: Potency of the next card is increased. of their reference points. The Diurnal Sect uses the sun as their reference
point, creating their sar maps with the sun being the key to navigation,
Double the value of the efect, see the Potency while the Nocturnal Sect uses the moon as the reference point. An
Increase Efects table below for details. Asrologian may choose to minimally sudy the sars and focus their
eforts into their tarot deck, learning advanced techniques on how to
Converted: The Arrow or The Spear manipulate fate as a Fortuneteller.
Efect: Double the duration of the efect
Diurnal Sect
Converted: The Ewer or The Spire
Efect: All allies within 20ft. of you receive the Fortunate Healing

efects of the card. Beginning at the 2nd level, whenever you use a spell of 1s level or higher
to resore hit points to a creature, you may expend an available draw to
Potency increase efects further empower the heal. The creature regains additional hit points equal
to 1d6 + your Charisma modifer.
Card Efect
Balance Bonus 2d6 damage on all damage efects Eyes of Azeyma

Bole All damage you take is reduced by 2d6 Also beginning at the 2nd level, you may expend an available draw to
Arrow You gain one extra attack when you take the assis you in revealing dangers of the area. As an action you may do a
quick reading to scan for traps in the area, giving you advantage on
attack action. Can use the Dash or perception checks for 1 minute.
Disengage action as a bonus action.
Spear Your attack rolls crit on a 18, 19 or 20. Diurnal Benefc
Ewer Temporarily resores two level 1 or 2 spell
slots, or 1 level 3 spell slot Beginning at the 6th level you are able to empower your healing spells
Spire Temporarily resores 2 non-spell slot with the power of the sun. When you cas a spell of the 1s-level or higher
resources to an ally. that resores the hit points of an ally, you may leave a regenerative efect
on your allies. After the spell is cas, your allies recover 1d6 hit points at
*If you have an ability which increases your crit the sart of their turn for a number of rounds equal to your Wisdom ability
range prior to receiving the spear buf, simply add the modifer. You may only empower your spells like this once before
next lowes number to your crit range. For example, if requiring a long res.
I am a fghter with a crit range of 19 or 20. When the
spear buf is applied to you, your crit range becomes Lightspeed
18, 19 or 20.
Beginning at the 10th level, you may cas a 1s, 2nd or 3rd-level spell as a
Double Draw bonus action by spending a number of available draws equal to the level
of the spell you wish to cas.
Beginning at the 17th level, when you use the Draw action, you may draw
and use two card efects. Each card consumes an available draw. Sun's Fortune

Shufe Beginning at the 14th level, when you use the Fortunate Healing feature,
the additional healing becomes 6 + your Charisma Modifer. Additionally,
Beginning at the 18th level, you have masered basic fortunetelling, you may roll 1d6 and apply the appropriate efect as if you had used the
allowing you to manipulate fate in your readings to a certain extent. After Draw action.
using the Draw action, you may use a bonus action to redraw from the
deck. The drawn card is returned to the deck to be read another day, and
you use the Draw action again. You may only use this feature 3 times,
uses of the feature recovering after completing a short res.

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Nocturnal Sect allowing you to cas a spell after landing a melee attack as a bonus action.
The spell may not be higher than the 2nd level when cas in this manner.
Mage of Menphina
Rage of the Menphina
Beginning at the 2nd level, you have trained your body alongside your
mind, gaining prowess in the martial arts to survive on the battle feld. Beginning at the 14th level, you are touch a creature to bless them with
You have profciency with one handed simple and martial weapons, light the power of the Noctournal Sect. Weapon attacks the selected creature
and medium armor. You gain 1 extra hit point when you level up. makes, deal an addition 2d6 force damage on hit for 1 minute. The
creature mus say within 60ft. of you to receive this beneft. You may
As a bonus action you may spend one draw to help you predict how only besow this blessing once, the blessing refreshes after a long res.
your enemy will react to your presence. You do not provoke attacks of
opportunity until your next turn. Fortuneteller

Your spell lis is expanded with ofensive magic from the lis below, Minor Arcana
allowing you to learn the following spells.
Beginning at the 2nd level, you have learned to take advantage of the
Nocturnal Spell Lis minor arcana of your tarot deck. When you use the Draw feature, on a die
result 1, 3 or 5 you may use the card to deal 1d6 force damage to a
Your spell lis is expanded with the following spells.
Nocturnal Spell Lis creature within 30ft. of you that you can see. On a die result 2, 4 or 6 you
may use the card to heal 1d6 hit points to a creature within 30ft. of you
Expanded Spell Lis that you can see. The potency of this efect increases to 2d6 at 6th level,
3d6 at 10th level and 4d6 at the 14th level.
Spell Level Spell
Skillful Readings
1s Hex, Witch Bolt
Beginning at the 6th level, you are able to use your arcana cards to more
2nd Moonbeam, Snilloc's Snowball Storm efectively tell the future. When casing a Divination spell, you may spend
a number of available draws equal to the spell's level in place of
3rd Melf's Minute Meteors, Elemental Weapon expending a spell slot.

4th Dimension Door, Ice Storm Stacked Deck

5th Cone of Cold, Far Step Beginning at the 10th level, you have learned how to bend the results of
your fortune telling. When you use the Draw ability, you may roll 2d6 and
Noctournal Benefc select which die is the true result of the card.

Beginning at the 6th level you can empower your spells with the magic of Sleeve Draw
the moon. When you cas a spell of the 1s-level or higher that resores the
hit points of an ally, you may leave a shielding efect on your allies. After Beginning at the 14th level, as an action you may make use of each of
the spell is cas, your allies gain temporary hitpoints equal to #d4 where # your card drawing efects. Roll 6d6 and select 3 results. One is added to
is equal to your Wisdom ability modifer. You may only empower your your Spread, one is used for the efect of Royal Road and one may be used
spells like this once before requiring a long res. for the Draw or Minor Arcana efect.

Malefc Attunement

Beginning at the 10th level, you have masered the ability to weave
asromancy and martial combat seamlessly,

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College of the Skysinger - Bard
Archetype

Members of the College of the Skysinger are adventurers who travel the
world acting not only as entertainers but as agents of remembrance and
soothesayers for souls who've not yet moved on.

Members of the college are tasked with the mission of travelling the
world to record hisory through poetry and verse, ensuring the harsh truths
of hisory are not swept away. At the same time these bards mus help los
souls who've sufered the tragedies of the pas fnd peace.

The college of the Skysinger was the dream of a famed archer who
inadvertently caused the deaths of his comrades. To cope with his grief he
turned to the poetic arts and traveled the world trying to atone for his sins
by delivering resless spirits to a peaceful slumber. He hoped to one day
return to the place where his friends were los, and lay their souls to res.

To honour this legendary bard and archer, members of the College
often take up the bow alongside their insruments.

Bonus Profciencies

Beginning at the 3rd level, you gain profciency with long bows, the
hisory skill and one other skill of your choice.

Troubadour's Paean

Beginning at the 3rd level, you learn to protect your allies with your
songs. A creature that has a Bardic Inspiration die from you can roll that
die to gain temporary hit points equal to the result when an attack or spell
targets the creature. While those temporary hit points are protecting the
creature, they gain advantage agains Intelligence, Wisdom and Charisma
based saving throws.

Scars of Hisory

Beginning at the 6th level, you gain advantage on checks regarding the
hisory of battles and tragedies.

You are able to to channel your intuitive knowledge of tragedy into
song. When you cas a spell, you may expend a Bardic Inspiration die to
cause a creature to srike with hesitation. Select a creature within 60ft. of
you that can hear you. That creature mus make a Charisma saving throw
agains your spell save DC. On a failed save, the creature's mind is
wrought with sorrow causing it to hold back. Until your next turn, when
the creature makes a damage roll their damage is reduced by an amount
equal to the Bardic Inspiration die + your Charisma ability modifer. The
creature becomes immune to this efect for one hour afterwards. If
successful, they are unafected by your performance and become immune
to the efect for one hour.

Wanderer's Ballad

Beginning at the 14th level, when you cas a spell you may expend one
Bardic Inspiration die to further inspire your allies. Select an allied
creature within 60ft. of you that can hear you. Their critical hit range
increases by 1 for a number of rounds equal to your Charisma ability
modifer. If the creature is under another efect which increases their crit
range prior to the efects of Wanderer's Ballad, simply add the next lowes
number to your crit range. For example, a fghter with a crit range of 19 or
20 afected by this ability has a crit range of 18, 19 or 20.

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Black Mage

A Lalafell sands before a horde of kobolds, blood thirsy they dash
towards him. With a few skillful waves of his saf, a large fre ball erupts
from the gem inlaid at the end of the saf, causing a massive fery
explosion, leaving nothing but ash.

A woman wearing dark robes grins as she waves her wand before a
guard refusing her entry. With a few choice words and a spell, the guard
happily seps aside, unlocking the passage before falling unconscious due
to illness.

An Elezen laughs at his refection as he inspects his body after tapping
into the powers of the void. His eyes glow red and his teeth bare fangs,
signs that his masery of magic is growing.

A black mage is a powerful ally who wields forbidden magic solen
from the void. This raw energy manifess itself into devesation spells and
efects. Their power is only rivaled by their thirs to increase that power.

A Dark Pas

In days long pas, there exised an evil clan and arcane art known as black
magic—a potent magic of pure desructive force born forth by a sorceress
of unparalleled power. Those who learned to wield this insrument of ruin
came to be called black mages, out of both fear and respect for their gift.
Yet great power served to corrupt the judgment of mortal man, and so he
unknowingly set out upon the path of ruin.

Adventurers who take the black will become agents of devasation,
capable of annihilating those who oppose them through little more than
the force of their will.

Ties to the Void

In order for a mage to don the black, they mus extensively research what
they call the void. This is another plane of exisence from which Black
Mages draw knowledge from in order to unlock power within themselves.
Mos black mages are able to explore the knowledge gained from the void
through tomes and texts now, but some who thirs for new power may
attempt to tap into the void directly. Black Mages continue to grow within
their craft through continuing their sudy of the dark arts.

Creating a Black Mage

Black Mages are earnes in their desires and reasons for taking the black.
More often than not it is in the pursuit of power or out of sheer curiousity.
You mus know why you are pursuing this power, or why you are curious
about the dark arts. You mus also decide where you began to dip your
toes into the world of black magic. Did you join a cult of mages who
sudied the art? Perhaps a proper school which provides the proper
materials to explore black mage. Maybe you were taken under the wing of
a mentor who has masered the art.

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The Black Mage Armor: None
Weapons: Daggers, Darts, Slings, Quarter Stafs, Maces, Light
Profciency Cantrips Spells
Level Bonus Features Known Known 1s 2nd 3rd Crossbows
Tools: None
1s +2 Spellcasing, 4 2 2——
Enochian Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, Hisory,
2nd +2 Magical 4 3 3——
Discipline Religion, Intimidation.

3rd +2 4 4 42— Equipment

4th +2 Ability Score 5 5 43— You sart with the following equipment, in addition to the equipment
Improvement granted by your background:

5th +3 5 6 43 2 a dagger
a spell casing focus (a cane, saf, wand or similar object)
6th +3 Discipline 5 7 4 3 3 (a) an explorer's pack or (b) a scholar's pack
Feature
Spell Casing
7th +3 5 8 43 3
Level requirement and general description. See chapter 10 of the PHB for
8th +3 Ability Score 6 9 43 3 the general rules of spellcasing and the end of this document for the
Improvement Black Mage spell lis.

9th +4 6 10 4 3 3 Cantrips

10th +4 Discipline 6 11 4 3 3 At 1s level, you know 4 cantrips of your choice from the Black Mage
Feature spell lis. You learn additional Black Mage cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the Mage table.
11th +4 6 12 4 3 3

12th +4 Ability Score 6 12 4 3 3
Improvement

13th +5 6 13 4 3 3

14th +5 Discipline 6 13 4 3 3
Feature

15th +5 6 14 4 3 3

16th +5 Ability Score 6 14 4 3 3
Improvement

17th +6 6 15 4 3 3

18th +6 Surecaser 6 15 4 3 3

19th +6 Ability Score 6 15 4 3 3
Improvement

20th +6 Resonating 6 15 4 3 3
Aether

Quick Build

You can make a Black Mage quickly by following these suggesions. Firs
make Intelligence your highes ability score, following with Consitution.
Second select the Desroyer discipline. Third take the scholar background.
Fourth, take the Firebolt, Ray of Fros, Thaumaturgy and Thunderclap
cantrips and the frs level spells Burning Hands and Witch Bolt.

Class Features

As a Black Mage, you gain the following class features

Hit Points

Hit Dice: 1d6 per Black Mage level
Hit Points at 1s Level: 6 + your Consitution modifer
Hit Points at Higher Levels: 1d6 (or 4) + your Consituion modifer per

Black Mage level after 1s

Profciencies

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Spell Slots Ability Score Improvement

The Black Mage table shows how many spell slots you have to cas your When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
spells of 1s level and higher. To cas one of these spells, you mus expend can increase one ability score of your choice by 2, or you can increase two
a slot of the spell’s level or higher. You regain all expended spell slots ability scores of your choice by 1. As normal, you can't increase an ability
when you fnish a long res. score above 20 using this feature.

Spells Known of 1s Level and Higher Surecaser

You know 2 1s-level spells of your choice from the Black Mage spell lis. Beginning at the 18th level, you may expend 4 Enochian sacks to achieve
The Spells Known column of the Black Mage table shows when you learn an impregnable sate of mind. You pass all concentration checks
more Black Mage spells of your choice. Each of these spells mus be of a automatically for the next 10 minutes.
level for which you have spell slots. For insance, when you reach 5th
level in this class, you can learn one new spell of 1s, 2nd or 3rd level. Resonating Aether
Additionally, when you gain a level in this class, you can choose one of
the Black Mage spells you know and replace it with another spell from the Beginning at the 20th level, you gain 3 Enochian sacks when you roll
Mage spell lis, which also mus be of a level for which you have spell initiative.
slots.
Bringers of the end
Spellcasing Ability
Unabated use of black magic lead to the downfall of the society in which
The spellcasing ability for your Black Mage spells changes depending black mages fnd their roots alongside the white mage's overuse of white
upon the discipline you select. You use your Intelligence whenever a spell magic. Black Mages wield incredibly desructive powers which set their
refers to your spellcasing ability. In addition, you use your Intelligence world on a path to desruction once before, and careless use of this power
modifer when setting the saving throw DC for a Black Mage spell you could do so again. An Annihilator specializes in powerful, desructive
cas and when making an attack roll with one. magic, an Infictor uses enchantments and poison to cripple their foes, and
a Void Soul has ofered their body to the voidsent, causing unforeseen
Spell save DC = 8+ your profciency bonus + your Intelligence change in their body in exchange for power.
modifer
Annihilator
Spell attack modifer = your profciency bonus + your Intelligence
modifer Annihilators are black mages who specialize in maximizing the efects of
their magic. Fires which burn hotter and ice which freezes more deeply.
Spellcasing Focus They are ever chasing more potent magics to show the world.

You can use a rod, cane, wand or other similar equipment as an arcane Expanded Spell Lis
focus (found in chapter 5 of the player's handbook) for your Black Mage
spells. Spell
Level Spell
Ritual Casing
1s Chromatic Orb, Witch Bolt
You can cas any Black Mage spell you know as a ritual if that
spell has the
ritual tag. 2nd Aganazzar's Scorcher, Snilloc's Snowball
Swarm
Enochian
3rd Call Lightning, Sleet Storm
At 1s level, you have learned the secrets to Enochian. When you cas
spells, residual aether builds in your body which empower your spell 4th Ice Storm, Storm Sphere
casing. You gain one sack of Enochian each time you expend a spell
slot. Stacks of Enochian will remain in your body for up to 1 minute 5th Cone of Cold, Immolation
before dissipating. Each time you cas a spell, the dissipation time for all
sacks resarts. For each sack of Enochian aether in your body, your Raging Aether
damage dealing spells deal an addition point of damage. If a spell deals
damage multiple times, this bonus is applied once. At 1s level you may Beginning at the 2nd level, when you cas a damaging spell, your ranged
hold a maximum of one sack of Enochian in your body, this limit spell attacks gain a bonus equal to the number of Enochian sacks
increases at the 3rd, 6th, 10th, 14th and 18th levels. currently held in your body. Your damage dealing spells which require a
saving throw have the difculty of the check increased by a number equal
Magical Discipline to the number of Enochian spells held in your body.

At 2nd level, you choose the discipline you belong to as a Black Mage. Eyes of the Glyph Maser
Desroyer, Infictor, or Void Soul, all detailed at the end of the class
description. Your archetype choice grants you features at the 2nd, 6th, Beginning at the 6th level, your magical sudies have warped your mind
10th and 14th level. and undersanding of the world. You can read all writing.

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Leylines Void Soul

Beginning at the 10th level, you have learned to connect naturally A Void Soul is a Black Mage who has decided to dive deep into the dark
occuring lines of power to create a magical glyph on the ground briefy. secrets of their craft. In their sudies they've discovered ways to directly
As a bonus action you may create this magical feld. While you sand draw power from the void, learning powerful dark magics which they
within this 5ft. radius circle, you may expend an Enochian sack to cas a wield with authority.
spell as a bonus actions insead of an action. You do not gain another
Enochian sack from this spell. The glyph remains on the ground for a Expanded Spell Lis
number of rounds equal to your Intelligence modifer. You may create
your leylines once before requiring a short res. Spell
Level Spell
Devesating Force
1s Armor of Agathys, Arms of Hadar
Beginning at the 14th level, when you cas a damaging spell you may
spend 2 Enochian sacks during damage calculation to reroll all damage 2nd Ray of Enfeeblement, Shadow Blade
dice which resulted in a 1. You mus use the resulting rolls.
3rd Hunger of Hadar, Summon Lesser Demon
Infictor
4th Banishment, Summon Greater Demon
Infictors are experts at causing their foes a wide arrangement of negative
efects and taking control of their foes. From charms to curses, an Infictor 5th Contact Other Plane (Ritual), Negative Energy
seeks to cause their foes great misery as punishment for sanding in their Flood
way.
Soul Siphon
Expanded Spell Lis
Beginning at 2nd level as a free action you can spend one enochian sack
Spell Level Spell to change the damage type of any spell to necrotic damage. If you deal
damage in this way you recover hit points equal to 1d6 + you Charisma
1s Cause Fear, Charm Person modifer. The die value gets upgraded to a d8 at 6th level, d10 at 11th
level and d12 at 14th level.
2nd Enlarge/Reduce, Suggesion
Devil on the Shoulder
3rd Slow, Hypnotic Pattern
Begging at 6th level, as an action you are able to force your dark infuence
4th Blight, Charm Monser into the minds of others. A creature you see within 30ft. of you makes a
Charisma saving throw agains your Spell Save DC. On a success, they
5th Dominate Person, Geas resis your attempt to infuence them, on a failure your thoughts appear in
their mind. You can make suggesions to the creature via telepathy, make
Deep Suggesion Charisma skill checks agains the creature and attempt to force them to
say something. If you fail a Charisma skill check your mental link is
Beginning at the 2nd level, you may spend 1 Enochian sack to infict broken. If you attempt to force the creature to say something, they repeat
disadvantage on your targets saving throw agains enchantment spells you their Charisma check and on a failure speak the words you've specifed,
cas. and on a success repel you from their mind. While you are linked to the
creature you perceive everything they perceive. Your material body falls
Mind Jack unconscious and if it takes any damage you awaken, breaking your mental
link.
Beginning at the 6th level, you gain profciency in the Insight skill and
may use it to identify specifc enchantment and charm spells afecting that Ebony Ofense
creature. If you know that spell, you may spend the appropriate spell slot
and one Enochian Stack to transfer control of the enchantment to yourself At 11th level, necrotic damage you deal is unafected by resisances. As a
and refresh the duration of the spell. bonus action, you may spend two enochian sacks to overcome necrotic
damage immunity for your next spell.
Unshaken Will
Dreadful Might
Beginning at the 10th level, when you mus make a wisdom saving throw,
you may spend 1 Enochian sack to roll with advantage and add your Beginning at the 14th level, the might of your dark magics flls foes with
profciency bonus to the roll. fear. When a creature takes damage from one of your spells, you may
spend 2 Enochian sacks. The damaged creature makes a Charisma saving
Mental Anguish throw agains your Spell Save DC, becoming afraid of you for a number
of rounds equal to your Charisma ability modifer on a failure. On a
Beginning at the 14th level, you may spend Enochian sack to empower success they resis your infuence and become immune to fear based
enchantment spells you cas. The target creature makes a consitution save charms for one hour.
agains your spell save DC. On a failed save your spell causes their body
to undergo decay, dealing #d6 necrotic damage, where number is equal to
your Intelligence ability modifer, and half as much on a successful save.

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Blue Mage

After careful preparation and intensive sudy, a man wearing blue robes
makes careful notes of a dangerous beas jus outside of the reach of an
arrow. When their sudy is complete they make the call and their allies
srike out agains the beas, lisening to the insights the researcher had
found.

A woman wearing tough leather armour mixed with long following
lengths of blue fabric skillfully srikes out with the scimitar. With grace
and power, the woman unleashes one of the many monsrous souls she's
absrobed, shrouding their foe in fames.

A maked fgure sands before an audience at the center of a coliseum.
Larged beass charge towards the fgure, weaving magics with their cane
spinning in hand they release the breath of a drake from their mouth.

The Blue Mage is a curious soul who has entwined their life with that
of the monsers and beass who roam the world. Whether writing a
chronical of all the monsers in the world, or sealing their powers to
defend their homes from the beass, Blue Mages make for clever, viscious
and dependable allies who can fnd a place of comfort anywhere on the
battle feld.

Ode to Monsers

The Blue Mage's trademark ability is their uncanny masery over the souls
of monsers. Lore Keepers craft their magic to mimic the skills of
monsers, while Fell Guards and Masked Carnevallians go a sep forward
and absorb the life force of monsers and use it to fuel their magic.
Regardless of approach, Blue Mages are renowned for fghting like
monsers, unsettling their enemies and at times even their allies.

Gift of the Whalaqee

Blue Magic fnds its roots in the New World, a sacred form of magic
practiced by the Whalaqee tribe. They consider the powers of monsers to
be that of nature and absorb their powers. They've also learned to sore
monser magic in totems to pass power on to other Blue Mages easily.

Creating a Blue Mage

When creating a Blue Mage one mus consider how you came to know of
Blue Magic. Did you meet a srange wanderer who assised you in your
sudies? Perhaps you encountered a legendary beas when at a young age,
afecting you in unforeseen ways. You mus also consider the role that
you will serve in the world in relation to monsers. Are your pursuits
scholarly or are they of a more protective nature? Perhaps you seek out
rare monsers to better yourself as a warrior.

Quick Build

You can make a Blue Mage quickly by following these suggesions. Firs
make Intelligence your highes ability score, following with Dexterity.
Second take the Sage background. Third select the Lore Keeper origin.
Fourth, select the Auroch and Drake monser links.

Disclaimer

The Blue Mage is a class which will require the player and Dungeon
Maser to work together so that it works properly. If your DM doesn't
want to go through the work of managing monser links, that's alright.
Use the spells known progression of the sorcerer from the Player's
Handbook and pick from the spell lis as you normally would.

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The Blue Mage Skills: Choose two from Athletics, Arcana, Hisory, Nature, Animal Equ
Handling, Perception, Suvival, Intimidation.
You sa
Profciency Monser Cantrips granted
Level Bonus Features Links Known 1s 2nd 3rd
ad
1s +2 Azure Lore, 2 4 2—— a (a
Monser a ca
Tracker, a se
Blue Mage a co
Origin (b)
(a)
2nd +2 Libra 2 4 3——
Azu
3rd +2 3 4 42—
Your e
4th +2 Ability Score 3 5 43— granted
Improvement genera
Mage s
5th +3 4 5 43 2
Can
6th +3 Origin 4 5 43 3
Feature At 1s
lis. Yo
7th +3 5 5 43 3 levels,

8th +3 Ability Score 5 6 43 3
Improvement

9th +4 6 6 43 3

10th +4 Origin 6 6 43 3
Feature

11th +4 7 6 43 3

12th +4 Ability Score 7 6 43 3
Improvement

13th +5 8 6 43 3

14th +5 Origin 8 6 43 3
Feature

15th +5 9 6 43 3

16th +5 Ability Score 9 6 43 3
Improvement

17th +6 10 6 4 3 3

18th +6 Azure Hold 10 6 43 3

19th +6 Ability Score 10 6 43 3
Improvement

20th +6 Azure 10 6 4 3 3
Specialis

Class Features

As a Blue Mage, you gain the following class features

Hit Points

Hit Dice: 1d8 per Blue Mage level
Hit Points at 1s Level: 8 + your Consitution modifer
Hit Points at Higher Levels: 1d8 (or 5) + your Consituion modifer per

Blue Mage level after 1s

Profciencies

Armor: Light Armour
Weapons: Simple Weapons, Long Swords, Scimitars, Short Swords.
Tools: None

Saving Throws: Dexterity, Intelligence

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Spell Slots Blue Mage Origin

The Blue Mage table shows how many spell slots you have to cas your At 1s level, choose a Blue Mage origin, which describes how you came
spells of 1s level and higher. To cas one of these spells, you mus expend to sudy monsers intently and harness their power: the Lore Keeper, Fell
a slot of the spell’s level or higher. You regain all expended spell slots Guard or Masked Carnevallian. These origins are detailed at the end of
when you fnish a long res. the class description.

Spells Known of 1s Level and Higher Your choice grants you features when you choose it at 1s level, and
again at the 6th, 10th, and 14th level.
You know all spells attached to the monser links you are currently
accessing. You may only know spells for which you have spell slots Monser Tracker
which can be used to cas them. If a monser link has spells with two
diferent spell levels and you lack access to one of them, you learnt he Also at 1s level, you've become experienced in the tricks of the trade as a
spell when you reach the appropriate level. As you level up, you may Blue Mage, becoming more efective at seeking monsers you hope to
select more monser links as indicated by the Blue Mage class table. meet. Wehn you make an ability check to search an area for monsers, add
When you complete a long res you may switch one monser link you are your profciency bonus to the roll. If you are profcient in the skill you are
using with another one you have formed. using to search, doulbe the profenciency bonus insead.

Forming Monser Links Libra

As a Blue Mage, your powers revolve around monsers and forming Starting at the 2nd level, as an expert on monsers and beass, you are able
monser links. The two diferent syles of Blue Mage pull this of in discern certain traits about monsers you encounter. If you spend at leas 1
diferent ways: minute observing or interacting with another creature outside combat, you
can learn certain information about its capabilities compared to your own.
The Lore Keeper is a researcher who is able to form monser links The DM tells you if the creature is your equal, superior, or inferior in
through extensive sudy. If they have a relevant tome that is regard to two of the following characterisics of your choice:
focused on the monser, they can sudy that tome for 8 hours to
become familiar enough with them that they are able to mimic their Strength Score
abilities through magic. Alternately they are able to achieve the Dexterity Score
same efect through using the Libra ability and sudying them in Consitution Score
person. If a battle occurs, afterwards they can review their notes Armor Class
and form a link then. Current hit points
The Fell Guard and Masked Carnevallian are adventurers who Total class levels (if any)
need to absorb the essence of the monser whom they want to form
a monser link with. After using Libra to undersand their target, Ability Score Improvement
they can either defeat the monser and absorb their life essence as it
leaves their body, or can convince an intelligent monser to share When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
some of their essence with them to form the link. can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can't increase an ability
Spellcasing Ability score above 20 using this feature.

Intelligence is your spellcasing ability for your Blue Mage spells. You Azure Hold
use your Intelligence whenever a spell refers to your spellcasing ability.
In addition, you use your Intelligence modifer when setting the saving Starting at the 18th level, when a monser or beas attempts to disengage
throw DC for a Blue Mage spell you cas and when making an attack roll from you during combat, as a reaction you can attempt to sop them by
with one. imposing your will upon them. The creature mus make a Wisdom saving
throw agains your Spell Save DC. On a failure, the creature is unable to
Spell save DC = 8+ your profciency bonus + your Intelligence leave your melee attack range.
modifer
Azure Specialis
Spell attack modifer = your profciency bonus + your Intelligence
modifer Beginning at the 20th level, you may change your monser links at the end
of a short res.
Ritual Casing

You can cas any Blue Mage spell you know as a ritual if that spell has the
ritual tag.

Spellcasing Focus

Blue Mages use a cane as their spell casing focus. If you are a Fell Guard
you can use a one handed, bladed weapon as a spell casing focus for your
blue mage spells as well.

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Alternative Blue Mage Rules Ace Tutor

If you are playing without monser links, use the Beginning at the 14th level, you are able to read the subtle movements of
following feature: monsers and beass from afar. As an action you can ofer advice on how
to approach a beas or monser within 30ft of you, that you have used
Monsrous Stamina Libra on. Until your next turn, your allies have advantage on attack rolls
agains that creature.
Beginning at the 20th level, when your hit points
are reduced to 0 and you are not killed outright, Fell Guard
you insead are left with 1 hit point. Then you are
healed for 2d10 + your Intelligence ability Fell Guard Blue Mages are adventurers who travel the world battling
modifer. This efect may only activate once, monsers and beass, bathing in their essence to absorb their power and
refreshing after completing a long res. use it to further defend the world from those same beass. The exposure to
this monsrous power, sometimes referred to as fell energy, comes at a
A Dangerous Business risk. Fell Guard mus balance the number of monsers whose energy they
tap into or else they'll lose themselves to the power. Walking the line
A Blue Mage is an curious soul who wants to harness the powers that between monser and man, these magical warriors take major risks to
mos people in the world fear. Be it the power of a dragon's fre breath, protect the world.
climbing ability of a spider or the nauseating power of a Morbol, the Blue
Mage is able to make use of the srengths of beass across the land and Strategic Preparations
wield them as their own. A Lore Keeper is a researcher who is fascinated
by the raw power of monsers and has learned to emulate their powers Beginning at 1s level, you have signifcant experience sudying, tracking,
through observation and sudy. A Fell Guard is a Blue Mage who travels hunting, and even talking to a certain type of enemy.
around combating monsers, using their talents to keep them at bay. A
Masked Carnevallian seeks out monsers to learn from then, to bring them Choose a type of favored enemy: Aberrations, Beass, Celesials,
to the masses in performances. consructs, dragons, elementals, fey, Fiends, Giants, Monsrosities, Oozes,
Plants, or Undead.
Lore Keeper
You have advantage on Wisdom (Survival) checks to track your
You have taken on the duty of becoming a Lore Keeper, researchers who favored enemies, as well as on Intelligence Checks to recall information
seek out and chronicle the monsers of the world to the fnes details about them.
possible. In doing so you've learned to create magical bonds which allow
you to borrow their power or emulate their magical efects. Be it the fery When you gain this feature, you also learn one Language of your
breath of a drake or the climbing ability of a spider, you know how to cas choice that is spoken by your favored enemies, if they speak one at all.
spells which pay homage to the beass you've dedicated yourself to.
You choose one additional favored enemy, as well as an associated
Research Tools Language, at 6th level. As you gain levels, your choices should refect the
types of Monsers you have encountered on your adventures.
Starting at 1s level, you gain profciency in the Invesigation skill. When
you make ability checks in regards to researching beass and monsers you Extra Attack
double your profciency bonus for the roll.
Beginning at the 6th level, you can attack twice, insead of once,
Quick Assessment whenever you take the Attack action on your turn.

Beginning at the 6th level, as an action you are able to use Libra during Azure Corruption
combat on a creature that is within 30ft. of you.
Beginning at the 10th level, your body's physiology has been efected by
Deep Assessment the monsrous energies you have absorbed. Your body has developed a
natural resisance to two damage types from the following: Acid, Cold,
Beginning at the 10th level, when you use the Libra action you may learn Fire, Lightning, Poison, or Thunder. Additionally you gain profciency in
up to 3 pieces of information about the target. You may learn additional either Strength or Consitution saving throws to refect the monsrous
types of information as well, including: enhancements to your body. You may not change the saving throw you've
gained profciency in through this feature.
Damage resisances
Damage vulnerbilities
Damage immunities.

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Fell Hunt

Beginning at the 14th level, you become an expert at defeating your
favoured enemies. Once on each of your turns, you can add your
Intelligence modifer to the Attack roll or the damage roll of an Attack
you make agains one of your favored enemies. You can choose to use
this feature before or after the roll, but before any efects of the roll are
applied.

Masked Carnevallian

The powerful and outlandish magics of the Blue Mage provide their
practitioners with a large variety of magic few have seen before. As such,
some Blue Mages mix their monsrous magic with showmanship,
becoming a Masked Carnevallian.

Carnival Flare

Beginning at 3rd level, you gain profciency in the performance skill. You
may spend a spell slot to attempt your performance skill checks with
advantage and expertise.

Dramatic Recovery

Beginning at 6th level, when you are hit by a melee attack, you may use
your reaction to move 5ft. backwards away from the attacker and recover
hit points equal to your Charisma ability modifer. You may only use
Dramatic Recovery three times, uses recovering after a long res.

Willful Presence

Beginning at 10th level, you gain profciency in Charisma saving throws.

Charismatic Flare

Beginning at 14th level, your spells deal additional damage equal to your
Charisma ability modifer. This additional damage applies on each hit.

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Dancer

The light of the room dims, and the spotlights focus on the lightly dressed
woman who makes her way across the sage. With a large smile, she
moves efortless along with the music, flling everyone's hearts with joy
and pushing them to say determined in whatever challenges they have.

Amid the chaos of the battlefeld a maiden expertly slides in and out of
combat, soothing her allies' wounds and empowering their wills to
continue fghting.

Dressed in fne clothing with their trusy blade at their side, the
seemingly sweet woman dances through a group of would-be assailants
behind her esablishment, cutting them down with ease wielding her
signature scimitar.

Dancers have harnessed magics and arts, combining them into a
spectacle which turns the battlefeld into a show, and it is by their graceful
movements which which their allies are guided to a happy conclusion.

Of Silk and Steel

Dancers draw from many diferent sources and backgrounds, combining
them into a single package which covers a wide variety of situations.
Using small weapons to pick away at their unwitting foes as their dances
debilitate their marks while flling their allies with power. Though a rarity
on the battle feld few forget the sight of a skilled dancer at work.

Ornaments of Power

Dancers perform their magical feats not through a save or rod, but rather
specially made jewelry worn on the wriss and ankles. As they dance
around the battle feld they move their bodies in specifc patterns to
manipulate the magical power within their bodies and to gather residual
magic in the environment. Once they've gathered the required magic they
mus keep moving to keep their spell active, channeling the magic further.

Creating a Dancer

Dancers are passionate people dedicated to their craft. Spending years
practicing has gifted them with the ability to weave spells and their
passions together into a gorgeous display of skill. When creating a
Dancer, you mus consider where they have honed their craft. Did they
pick up the profession naturally, teaching themselves over long hours, or
did they sudy beneath some kind of mentor? One mus consider their
motivations, does your Dancer seek fame and fortune, or do they want to
bring the gifts of joy to the masses. Perhaps they are going on their
journey in an attempt to hone their craft even further.

Quick Build

You can make a Dancer quickly by following these suggesions. Firs
make Dexterity your highes ability score, following with Charisma.
Second take the Entertainer background.

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The Dancer Hit Points at Higher Levels: 1d8 (or 5) + your Consituion modifer per
Dancer level after 1s
Profciency Flourish
Level Bonus Features Damage 1s 2nd 3rd 4th 5th Profciencies

1s +2 Dazzling 1d6 — — — — — Armor: Light Armor
Dance, Weapons: Chakrams, Rapiers, Scimitars, Short Swords, Simple Weaons,
Flourish
Whips.
2nd +2 Spell 1d6 2 — — — — Tools: None
Casing,
Whirling Saving Throws: Dexterity, Charisma
Steel Skills: Choose two from Acrobatics, Deception, Insight, Perception,

3rd +2 Dancer 2d6 3 — — — — Performance, and Persuasion.
Archetype
Equipment
4th +2 Ability Score 2d6 3 — — — —
Improvement You sart with the following equipment, in addition to the equipment
granted by your background:
5th +3 Uncanny 3d6 4 2 — — —
Dodge (a) two daggers or (b) two chakrams
a (a) whip or (b) scimitar
6th +3 Dancer 3d6 4 2 — — — a set of bracelets and anklets for spell casing
Archetype a set of clothes
Feature a (a) cosume or (b) light armour
(a) an explorer's pack or (b) a entertainer's pack
7th +3 Evasion 4d6 4 3 — — —
Chakrams
8th +3 Ability Score 4d6 4 3 — — —
Improvement For Chakrams I sugges using the Handaxe satblock. Set the cos to 15
gp and add the Finesse quality to the weapon.
9th +4 ─ 5d6 4 3 2 — —
Dazzling Dance
10th +4 Motivating 5d6 4 3 2 — —
Mambo At 1s level, as you fght you build towards empowering your movements
further. When you use the Attack action agains a hosile creature, you
11th +4 Dancer 6d6 4 3 3 — — gain a charge of Dazzling Dance. You may hold a number of Dazzling
Archetype Dance charges equal to your Charisma modifer. Your charges dissipate
Feature one minute after combat ends.

12th +4 Ability Score 6d6 4 3 3 — — Additionally, you may spend 1 Dazzling Dance charge to take the Dash
Improvement or Disengage action as a bonus action.

13th +5 Bewildering 7d6 4 3 3 1 — Flourish
Grace
Also beginning at 1s level, once per turn, you can deal an extra 1d6
14th +5 Spell Dancer 7d6 4 3 3 1 — damage to one creature you hit with an ranged weapon attack if you have
advantage on the Attack roll. The Attack mus use a fnesse throwing
15th +5 Dancer 8d6 4 3 3 2 — weapon.
Archetype
Feature

16th +5 Ability Score 8d6 4 3 3 2 —
Improvement

17th +6 — 9d6 4 3 3 3 1

18th +6 Stage 9d6 4 3 3 3 1
Presence

19th +6 Ability Score 10d6 4 3 3 3 2
Improvement

20th +6 Rhythmic 10d6 4 3 3 3 2
Heart

Class Features

As a Dancer, you gain the following class features

Hit Points

Hit Dice: 1d8 per Dancer level
Hit Points at 1s Level: 8 + your Consitution modifer

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You don't need advantage on the Attack roll if another enemy of the target Spellcasing Ability
is within 5 feet of it, that enemy isn't Incapacitated, and you don't have
disadvantage on the Attack roll. Charisma is your spellcasing ability for your Dancer spells, since their
power derives from the srength of your convictions. You use your
The amount of the extra damage increases as you gain levels in this Charisma whenever a spell refers to your spellcasing ability. In addition,
class, as shown in the Flourish Damage column of the Dancer table. you use your Charisma modifer when setting the saving throw DC for a
Dancer spell you cas and when making an attack roll with one.
Unarmoured Defense
Spell save DC = 8 + your profciency bonus + your Charisma modifer
While you are not wearing any armor, your Armor Class equals 10 + your Spell attack modifer = your profciency bonus + your Charisma
Dexterity modifer + your Charisma
modifer. You can use a shield and sill modifer
gain this beneft.
Spellcasing Focus
Spellcasing
You can use a bangels, anklets or other jewelry inlaid with gem sones
By 2nd level, you have learned to draw on in latent magical energies (see the Adventuring Gear section) as a spellcasing focus for your Dancer
around you into your bangles and use it to cas spells. See Spells Rules for spells.
the general rules of spellcasing and the Spells Lising for the Dancer spell
lis.
Preparing and Casing Spells. Whirling Steel

Preparing and Casing Spells Also at 2nd level, you can spend 1 hour attuning your recently discovered
magics with up to two fnesse throwing weapons. When you throw a
The Dancer table shows how many spell slots you have to cas your weapon you are attuned with, it returns to your hand after the attack is
Dancer spells. To cas one of your Dancer spells of 1s level or higher, resolved.
you mus expend a slot of the spell’s level or higher. You regain all
expended spell slots when you fnish a long res. Dancer Archetype

You prepare the lis of Dancer spells that are available for you to cas, At 3rd level, you choose a syle which dictates your growth as a dancer.
choosing from the Dancer spell lis. When you do so, choose a number of The Paragon focuses on masering and pushing the limits of dance as an
Dancer spells equal to your Charisma modifer + half your Dancer level, art. The Exoctic Wonder mixes bladework into their dance moves, mixing
rounded down (minimum of one spell). The spells mus be of a level for martial prowess with grace. The Peace Bringer seeks to bring succor and
which you have spell slots.
For example, if you are a 5th-level Dancer, you support to their allies in the heat of battle.
have four 1s-level and two 2nd-level spell slots. With a Charisma of 14,
your lis of prepared spells can include four spells of 1s or 2nd level, in Ability Score Improvement
any combination. If you prepare the 1s-level spell cure wounds, you can
cas it using a 1s-level or a 2nd-level slot. Casing the spell doesn’t When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
remove it from your lis of prepared spells. can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can't increase an ability
You can change your lis of prepared spells when you fnish a long res. score above 20 using this feature.
Preparing a new lis of Dancer spells requires time spent in prayer and
meditation: at leas 1 minute per spell level for each spell on your lis. Uncanny Dodge
Spellcasing Ability.
Starting at the 5th level, when an attacker that you can see hits you with
Dance Magic an attack, you can use your reaction to
halve the attack's damage agains
you.
As a Dancer, when you cas a Dancer spell you do not have to fulfll the
verbal component of the spell. You mus spend 10ft. of movement Evasion
alongside your spell slot to cas a spell or to maintain a spell. See chapter
10 of the PHB for the general rules of spellcasing and the end of this Beginning at the 7th level, you can nimbly dodge out of the way of certain
document for the Dancer spell lis. area efects, such as a red dragon's fery breath or an ice sorm spell. When
you are subjected to an efect that allows you to make a Dexterity saving
What about Silence? throw to take only half damage, you insead take no damage if you
succeed on the saving throw, and only half damage if you fail.
Mos spellcasers shudder at the thought of being silenced as their
spells require a verbal component nearly every time. As a Dancer you Motivating Mambo
are able to for go the Verbal component, but that does not mean you're
free from having your spells blocked. Insead, any efects which would Beginning at the 10th level, you've learned how to empower your allies in
drop your movement speed to 0ft. will insead cause your spells to be the heat of battle via your dances. When you use the Help action you can
blocked. expend one Dazzling Dance charge to add your Charisma modifer to their
roll.

Additionally, you may spend 1 Dazzling Dance charge to use the help
action as a bonus action.

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Bewildering Grace Spell Dancer

Beginning at the 13th level, as an action you perform a myserious dance Beginning at the 14th level, when you cas a spell you gain Dazzling
whose efects you cannot predict. Roll a d20 die and resolve the efect. Dance charges. You do not gain Dazzling Dance charges from
You may make use of Bewildering Grace a number of times equal to your Bewildering Grace.
Charisma modifer. Spells cas with Bewildering Grace do not consume
spell slots. Uses of Bewildering Grace refresh after you complete a long Stage Presence
res.
Beginning at the 18th level, you've become so accusomed to performing
Bewildering Grace Efects both for crowds and amongs the chaos of the battlefeld, you are rarely
caught unaware of your surroundings and can protect yourself from the
Die tricks of assailants. Attackers cannot attack you with advantage unless
Result Efect you are under the conditions: grappled, incapcitated, paralyzed or
petrifed. Additionally when knocked prone, it only coss 5ft. of
1 All of your spell slots are expended. Nothing happens. movement to get back up.
2 Your hit points are set to 10.
3 Lights and small magical explosions surround you in a Rythmic Heart

visual efect. Nothing Happens. Beginning at the 20th level, when you roll initiative you gain 2 Dazzling
4 All creatures within a 20ft. radius centered on you Dance charges.

make a Dexterity saving throw agains your spell save The World Stage
DC or are knocked prone. You are excluded from this
efect. A Dancer who has chosen a life of adventure is an ambitious maser of
5 All creatures within a 20ft. radius centered on you their art. As they travel they will learn new and innovative ways to work
make a Wisdom saving throw agains your spell save their passion into their journey across the land. The paragon seeks overall
DC or become blinded. The creature may repeat the masery of dance, while the Peace Bringer hopes to relieve their allies.
save at the end of each of their turns. You are The Exotic Wonder seeks to mix their dances with martial expertise. No
excluded from this efect. matter the role a Dancer fnds themselves in, you can be certain they are
6 All creatures within a 20ft. radius centered on you pouring their heart into every action they take and choice they make.
make a Consitution saving throw agains your spell
save DC or become poisoned. The creature may repeat Paragon
the save at the end of each of their turns. You are
excluded from this efect. You've devoted your training to dance as an art form itself, saying a
7 You cas the Banishment spell on yourself. You puris of dance. Your singular focus will allow you to reach masery few
cannot end the spell early, but return to where you ever hope to achieve in your discipline.
were at the end of the spell duration.
8 You cas the Cause Fear spell on an ally within range. Inspiring Salsa
9 You cas the Invisibility spell.
10 You cas the Hold Person spell. Beginning at the 3rd level, as a bonus action you can spend up to 2
11 You become petrifed for one round of combat. Dazzling Dance charges to inspire an ally within 5ft. of you. Your ally
12 You cas the Mass Healing Word spell. may add a bonus to any attack roll, saving throw or ability check they
13 You select a creature within 30ft. That creature mus make equal to twice the number of charges used to inspire them one time.
make a Consitution saving throw agains your spell At 10th level you may spend any number of Dazzling Dance charges in
casing DC. On a failure they gain a level of the same way.
exhausion.
14 You now have the maximum number of Dazzling Magic of Movement
Dance charges possible.
15 You cas the Insect Plague spell. Beginning at the 6th level, when you cas a spell, you may spend a
16 You cas the Mass Cure Wounds spell. number of Dazzling Dance charges equal to the spell level insead of
17 You cas the Otto's Irresisable Dance spell. spending a spell slot.
18 You care the Heal spell.
19 You cas the Mordenkainen’s Sword spell. Improvised Flow
20 You cas the Reverse Gravity spell.
Beginning at the 11th level, when you make a concentration check you
may spend a Dazzling Dance charge to roll with advantage.

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Forte Fusion Defense

Beginning at the 15th level, you have learned how to mix known dances While you are wearing armor, you gain a +1 bonus to AC.
into new exciting combinations. You are able to cas a second spell which
requires concentration without ending the frs. To do so you use your Dueling
action to spend 1 Dazzling Dance charge to cas the second spell
alongside the required spell slot. Each turn you concentrate on the second When you are wielding a melee weapon in one hand and no other
spell, you mus use your action to spend once Dazzling Dance charge and weapons, you gain a +2 bonus to damage rolls with that weapon.
spend 10ft. of movement per spell.
Fleet Foot
Peace Bringer
Your movement speed increases by 5ft.
You've learned to efectively wield resorative spells while dancing across
the battle feld. Ofering relief and joy in even the wors situations. Two-Weapon Fighting

Succor Swing When you engage in two-weapon fghting, you can add your ability
modifer to the damage of the second attack.
Beginning at 3rd level, your magical dances are capable of healing
wounds. You have a pool of healing power that replenishes when you take Double Step
a long res. With that pool, you can resore a total number of hit points
equal to your Dancer level × 5. Beginning at the 6th level, when making a melee weapon attack on your
turn, you may spend 1 Dazzling Dance charge to make two melee weapon
As an action, you can perform for a creature within 5ft. of you and draw attacks.
power from the pool to resore a number of hit points to that creature, up
to the maximum amount remaining in your pool. Flawless Flow

Refreshing Round Beginning at the 11th level, you may make a melee weapon attack as a
bonus action after casing a spell.
Beginning at the 6th level, you've further developed your healing abilities.
When you use your Succor Swing feature, you may target any number of Lamia Bite
creatures within 10ft. of you.
Beginning at the 15th level, you may spend 4 Dazzling Dance charges
Safe Haven Hop prior to making a weapon attack. Doing so increases the critical hit range
of your attack rolls for the remainder of the turn, lowering the threshold
Beginning at the 11th level, you may select Aura of Life, Aura of Purity by 4.
or Aura of Vitality and cas it without spending a spell slot. You may do
so a number of times equal to half your Charisma modifer rounded down,
these uses refresh after completing a long res.

The Solace Swing

Beginning at the 15th level, you may spend Dazzling Dance charges to
resore your pool of healing power. For each point spent you recover
points to your pool equal to your Charisma modifer.

Exotic Wonder

You've trained in an exotic dancing syle which incorporates weapons into
your routines. You mix martial knowledge with graceful seps to create an
awe inspiring dance which devesates your foes.

Flourishing Swing

Beginning at 3rd level, your melee weapon attacks with fnesse weapons
activate your Flourish feature.

Fighting Style

Beginning at the 3rd level, You adopt a particular syle of fghting as your
specialty. Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose again.

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Dark Knight

A man clad in heavy armor cleaves his way through the battle feld. An
aura of darkness radiates out from him. His blows are swift and sunder the
foes' armor. His enemies turn and run, claiming he is no man, but a
demon.

Standing before a wounded citizen, a woman clad in ebony holds out
her hand towards the group of guards. She alone sands between the
corrupted enforcers and the innocent soul. She chants in a los tongue and
a blas of dark energy launches from her palm, sriking a guard down.

Battered and bloodied, a man drags himself to his feet. Armor dark as
night, accented by his own blood, he feels energy bursing forth from his
body. Using his pain as a weapon he srikes down the great beas before
him before falling to a knee.

It is a dark knight's freedom from the bounds of the law which make
these dark avengers so efective. Unconcerned with what is lawful, a dark
knight is concerned with what is ethical in their view. Those who spread
tyranny and injusice bes prepare for a visit from a dark knight who aims
to set things right.

Protecting the Meek

A Dark Knight is a knight who has taken up arms to serve the
downtrodden. They serve no lords or insitutions, believing no one is
exempt from jusice, no matter what their position in society. They protect
the commonfolk from not only banditry and wild beass, but from corrupt
men who seek to oppress them. In return, Dark Knights are often fed and
housed by those they protect, or rely upon bounty hunting and raiding
looters to support themselves.

Internal Darkness

When an adventurer chooses the path of a Dark Knight they undersand
that they are renouncing their rights to be a regular member of society.
They belong to no society, acting as paragons of jusice who see no
allegiance. To assis them in their ques, Dark Knights are able to sacrifce
their own life force to power a well of darkness within themselves. They
cause themselves great pain and exhausion in order to allow dark power
to course through their body which they harness in a variety of ways.

Creating a Dark Knight

Dark Knights are natural adventurers, living outside the law to see their
goals to fruition. They may live within a remote village protecting the
inhabitants from bandits, while the land's knights turn a blind eye to their
plight, or they may travel the world seeking out insitutionalized injusice
and smiting it with violence. Dark Knights act on behalf of the common
folk, and do so not expecting praise nor admiration. They are aware that
they will not be celebrated in the hisory books like Paladins would be.
Insead they expect to be demonized by hisory and happily accept this
fact. One seeking to become a Dark Knight mus be introduced to it
through some means, be it an ancient tome with their rituals recorded or a
mentor to impart their knowledge.

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