Jolt Suiton
evocation cantrip 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30ft.
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
A shard of crystalized aether streaks toward a creature You draw out the energies of Jin to cause a powerful geyser
within range. Make a ranged spell attack against the target. of water to explode from the ground beneath a target location
On a hit, the target takes 1d8 force damage. in a 5 ft. radius circle. Each creatures inside the geyser must
make a dexterity saving throw. A creature takes 4d6
The spell creates more than one shard when you reach bludgeoning damage and 4d6 cold damage, and half as much
higher levels: two shards at 5th level, three shards at 11th on a successful save. Additionally, you cast invisibility on
level, and four shards at 17th level. You can direct the shards yourself at the 2nd level.
at the same target or at different ones. Make a separate attack
roll for each shard. At Higher Levels When you cast Suiton at higher levels,
you deal 1d6 more bludgeoning damage and for each level
Lustrate above the 4th level.
4th-level evocation Tetragammaton
Casting Time: 1 action
Range: 30 ft. 4th-level evocation
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 60ft.
Components: V, S
You may cast this spell as an action or as a reaction. This Duration: Instantaneous
spell cannot be used in tandem with Adloqiuem (Nymian
Scholar feature). A target you can see within range is You may cast this spell as an action or a reaction. A creature
invigorated by a burst of soothing magic. They recover hit within range you can see is healed for 3d8 hit points
points equal to 5d8. instantaneously.
Regen
4th-level enchantment
Casting Time: 1 action
Range: 60ft.
Components: V, S
Duration: 1 minute
The target's body is enchanted with a blessing which
repairs damage to their body over time. For the duration, the
creature regains 1d6 hit points at the start of its turn.
Sacred Soil
4th-level evocation
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: Concentration, up to 1 minute
You create a 10ft. radius dome of protective magic to shield
your allies from harm centered on a location within range.
When an ally within the dome takes damage, the damage is
reduced by 1d6.
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Appendix A: Carbuncles Topaz Carbuncle
Emerald Carbuncle Small Elemental, unalligned
Small Elemental, unalligned Armor Class 14 (natural armour)
Hit Points 27 (6d6 + 6)
Armor Class 12 Speed 30 ft.
Hit Points 22(5d6)
Speed 30 ft. STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 10 (0) 12 (+1) 10 (0)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 10 (+0) Senses passive Perception 11
Senses passive Perception 12 Languages understands the languages of its
Languages understands the languages of its
summoner but cannot speak.
summoner but cannot speak. Challenge 1/4 (400 XP)
Challenge 1/4 (400 XP)
Actions
Actions
Gouge. Melee Weapon Attack: +4 to hit, reach 5ft.,
Gust. Ranged Magical Attack: +4 to hit, reach 30ft., one target. Hit 4 (1d6 + 2) bludgeoning damage. A
one target. Hit 5 (1d6 + 2) thunder damage. creature struck by Gouge must make a DC 12
Back Draft (Recharge 6). Melee Magical Attack: +4 to Wisdom saving throw. On a failed save, the creature
hit, reach 5ft., one target. Hit 5 (1d6 + 2) thunder has disadvantage on actions taken against targets
damage. When a creature is damaged by Back Draft other than Topaz Carbuncle during their next action.
they must make a DC 12 Strength save. On a failed Curl (Recharge 6). Topaz Carbuncle increases its AC
save, they are knocked back 10ft, and are not by 2 for 1d4 rounds.
knocked back when successful.
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Appendix B: Egis Titan-Egi
Ifrit-Egi Small Elemental, unalligned
Small Elemental, unalligned Armor Class 14 (natural armour)
Hit Points 27(6d + 6)
Armor Class 12 Speed hover 30ft.
Hit Points 21 (6d6)
Speed Hover 30ft. STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (0)
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 11 (+0) 10 (+0) 12 (+1) Senses passive Perception 10
Languages understands the languages of its
Damage Immunities Fire
Senses passive Perception 10 summoner but cannot speak.
Languages understands the languages of its Challenge 1/4 (50 XP)
summoner but cannot speak. Actions
Challenge 1/4 (50 XP)
Rock Buster. Melee Weapon Attack: +4 to hit, reach
Actions 5ft., one target. Hit 5 (1d6 + 2) bludgeoning
damage.
Burning Strike. Melee Weapon Attack: +3 to hit, reach Landslide (Recharge 6). Melee Attack: +4 to hit, reach
5 ft., one creature. Hit: 4 (1d6+1) slashing damage 5ft., one target. Hit 5 (1d6 + 2) bludgeoning
plus 2 (1d4) fire damage. damage. A creature targeted by Landslide must make
Flame Charge (Recharge 6). The Ifrit Egi releases a a strength saving throw (DC 12). On a failed save,
burst of flames in a circle 10ft. around itself. Each the targeted creature is knocked back up to 15ft.
creature in that area must succeed on a DC 12
Dexterity saving throw, taking 6 (1d12) fire damage Enkindle
on a failed save, or half as much damage on a
successful one. Earthen Fury. Titan-Egi instantaneously pulverizes the
land around it. Turning a 30ft. radius circle of land
Enkindle into a swampy mire. This is considered difficult
terrain and all creatures who begin their turn in the
Inferno. Ifrit-Egi releases an explosive pillar of fire mire receive 4d8 poison damage. The area remains
around itself in a 30ft. radius, severely burning all for a number of turns equal to your Intelligence
creatures in range. All affected creatures must make modifier.
a dexterity save, receiving 7d12 fire damage on a
failed save and half as much on a successful save.
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Garuda-Egi
Small Elemental, unalligned
Armor Class 12
Hit Points 22(5d6 + 5)
Speed hover 30ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
Senses passive Perception 10
Languages understands the languages of its
summoner but cannot speak.
Challenge 1/4 (50 XP)
Actions
Wind Blade. Ranged Attack: +4 to hit, reach 30ft.,
one target. Hit 5 (1d6 + 2) thunder damage.
Aerial Slash (Recharge 6). A target creature within
30ft. of Garuda-Egi becomes the center point of a
massive burst of wind. All creatures within 10ft.
must make a dexterity saving throw (DC 12). On a
failed saved the creature takes 1d6 thunder damage
and half as much on a successful save.
Enkindle
Aerial Blast. Garuda-Egi unleashes a thunderous burst
of energy in a 20ft. circle within 30ft. of Garuda-Egi.
This massive tornado persists for a moment, dealing
6d12 thunder damage. All creatures within range
must make a strength save. On a failed save all
creatures are knocked back 20ft. from the point of
origin.
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Appendix C: Nymian Fey Selene
Eos Small Fey, unalligned
Small Fey, unalligned Armor Class 15
Hit Points 4(1d4)
Armor Class 15 Speed Fly 30ft.
Hit Points 4(1d4)
Speed Fly 30ft. STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 15 (+2)
STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 15 (+2) Senses passive Perception 14
Languages understands the languages of its
Senses passive Perception 14
Languages understands the languages of its summoner but cannot speak.
Challenge 1/4 (50 XP)
summoner but cannot speak.
Challenge 1/4 (50 XP) Innate Spellcasting. Eos's innate spellcasting ability is
Innate Spellcasting. Eos's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell
Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately ast the following spells,
attacks). It can innately ast the following spells, requiring no material components:
requiring no material components: At Will: true strike, dancing lights
At Will: bladeward, light 2/day: healing word
2/day each: cure wounds, healing word 1/day: magic missile
1/day: aid
Actions
Actions
Unarmed. Melee Attack: +4 to hit, reach 5ft., one
Unarmed. Melee Attack: +4 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.
target. Hit 1 bludgeoning damage. Fey Lance. Ranged Magical Attack: +4 to hit, range
Fey Shield (recharge 6). Eos creates a shield of 30ft., one target. Hit 5 (1d6+2) radiant damage.
temporary hit points around a target creature within
60ft. of them. This shield is 1d4 + Eos's spell casting
ability modifier. The shield lasts for one minute
before fading.
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Appendix D: Clockwork Bishop Autoturret
Companions
Small construct, unalligned
Rook Autoturret
Armor Class 12 (natural armor)
Small construct, unalligned Hit Points 15(1d8)
Speed fly 50 ft.
Armor Class 12 (natural armor)
Hit Points 15(1d8) STR DEX CON INT WIS CHA
Speed fly 50 ft. 8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)
STR DEX CON INT WIS CHA Damage Immunities poison, psychic
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5) Condition Immunities blinded, charmed, deafened,
Damage Immunities poison, psychic frightened, paralyzed, petrified, poisoned
Condition Immunities blinded, charmed, deafened, Senses passive Perception 16
Languages ---
frightened, paralyzed, petrified, poisoned Challenge 1/4 (50 XP)
Senses passive Perception 16
Languages --- Actions
Challenge 1/4 (50 XP)
Area Shock. All creatures within 5ft. of the Bishop
Actions Autoturret must make a Dexterity saving throw (DC
= 8 + your proficiency bonus), taking 1d6 lightning
Auto-fire. Ranged attack: +3 to hit, range 60ft., one damage on a failed saved, and half as much on a
target. Hit 4 (1d6) piercing damage. successful save.
Single Shock. Magical Ranged Attack: +3 to hit, range
Stance 20ft., one target. Hit 4 (1d6) lightning damage.
Root Stance. As an action the Rook Autoturret Stance
releases tripod legs into the ground rooting it in
place. The turret now automatically fails all Dexterity Barrier Stance. As an action the Bishop Autoturret
saves and it's speed becomes 0 ft. The turret must releases tripod legs into the ground rooting it in
use an action to retract its tripod legs and leave its place. The turret now automatically fails all Dexterity
stance. The Rook Autoturret doubles the proficiency saves and it's speed becomes 0 ft. The turret must
bonus it receives from Companion Bond on its use an action to retract its tripod legs and leave its
attack and damage rolls. stance. The Bishop Autoturret creates a circular
barrier of lightning energy, 10ft. in radius centered
Promotion on itself. Any creature that attempts to pass through
the barrier must make a DC 14 Constitution check.
Muscle Stimulator. Rook Autoturret releases a field of On a failed check, the creature takes 2d6 lightning
stimulating energy around itself. Allied creatures damage and is paralyzed for one round. On a
within 20ft. of Rook Autoturret deal 2d6 bonus successful save, half damage is taken and the
damage when they make a melee or ranged weapon creature is not paralyzed.
attack.
Promotion
Clockwork Companions Described
Clockwork Companions come in all different shapes and Mana Capacitor. Bishop Autoturret releases a field of
sizes. The initial building of a Clockwork companion is free to aether amplifying energy around itself. Allied
complete for your class. When a companion reaches 0 Hit creatures within 20ft. of Bishop Autoturrent gain +3
Points it becomes inoperable and requires 10 GP in materials to their spell save DC and ranged spell attack bonus.
and 1 day to complete repairs on the machine. When making
repairs to your companion, you spend 1 GP in materials and
are able to complete the repairs within a short rest. If your
clockwork companion is totally lost to you and needs to be
fully rebuilt, it costs 100 GP at 3rd level with an additional 50
GP for each additional character level.
Rook and Bishop Autoturret. The Autoturret series of
clockwork companions are small metalic allies that move
around via propellers. These machines come in a cylindrical
chassis specialized in shooting (Rook) and a spherical chassis
specialized in electrical shocks.
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Firearms
Item Cost Damage Weight Properties
Martial Ranged Weapon
Pistol 250gp 1d10 piercing 3lb. Ammunition (range 30ft./90ft.), loading
Revolver - 2d8 piercing 3lb. Ammunition (range 40ft./120ft.), reload (6 shots)
Musket 500gp 1d12 piercing 10lb. Ammunition (range 40ft./120ft.), loading, two-handed
Rifle, hunting - 2d10 piercing 8lb. Ammunition (range 80ft./240ft.), reload (5 shots), two-handed
Bullets (10) 3gp 2lb.
Equipment
Sounding Sentry 50gp 1lb.
Emergency Rescue 150gp 1lb.
Cloaking Device 500gp 1lb.
Gauss Barrel 50gp 1lb.
Hawkeye Goggles 50gp 1lb.
Sensory Input Headpiece 50gp 1lb.
The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask
your DM about making use of these weapons in your campaign. I suggest avoiding them.
Machinist Revamped on December 9th
2018
Link to legacy document kept in the preface pages of the
document if you need the past clockwork companions or the
prior build.
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Appendix E: Monster Links Monster Links with Level 2 Spells
From here on is a collection of example monster links. The Anala
guidelines I intended for monster links are as follows:
Spells learned: Flame Blade, Scorching Ray
Common and Uncommon monsters and beasts in your
world are associated with spells leveled 1 through 5. An Azer in the Dungeons and Dragons universe could be a
Rare and Legendary creatures, along with generally just good substitute for this one.
powerful beasts would be associated with spells leveled 6
through 9. Giant Eagle
Links for Common and Uncommon monsters have two
spells from their range associated with them while links Spells learned: Dust Devil, Gust of Wind
for rare, legendary and powerful creatures have one spell
from their suggested spell level range attached to them, Bats
and to the DM's discretion a second spell from the lower
tier. Spells learned: Darkness, Darkvision
Following these guidelines, the Blue Mage will know
approximately 18 spells when they have all 10 monster Other noctournal creatures could also fill this role. Use your
links equipped. discretion.
I have provided a mix of monster links that are intended for
use for the earlier levels of play, covering a few monster Coblyn
options for spell levels 1 through 5.
Spells learned: Shatter, Thunderwave
Auroch
Spider
Spells learned: Earth Tremor and Heroism
Spells learned: Spider Climb, Web
Aurochs could be substituted for any large sized, cloven
hooved beasts that the party encounters. Ettercaps and other spiderlike humanoids could work well in
creating this monster link as well!
Sheep
Poisonous Snakes
Spells learned: Sleep, Speak with Animals
Spells Learned: Protection from Poison, Melf's Acid Arrow
Sheep can be subsituted for any midsized, peaceful beast the
party encounters. Something along the lines of farm animals Any kind of poisonous monster could fill this roll and award the
and such. Blue Mage these spells. From CR 2 Gelatinous Cubes,
Poisonous Snakes and Ochre Jelly all come to mind.
Will-O-Wisp
Winter Wolf
Spells learned: Absorb Elements, Chromatic Orb
Spells learned: Silence, Snilloc's Snowball Swarm
Drake
Mastiff
Spells learned: Burning Hands, Longstrider
Spells learned: Locate Object, Find Traps
Drakes could be subbed out for any kind of fire based
lizard/creature which moves fairly quick. Monster Links with Level 3 Spells
Coeurl
Frogs
Spells learned: Lightning Bolt, Haste
Spells learned: Jump, Ensnaring Strike
Coeurls could be swapped out with any kind of quick moving,
lightning based monster.
Earth Elemental
Spells learned: Melf's Minute Meteors, Wall of Sand
Morbol
Spells learned: Stinking Cloud, Ray of Sickness
In the Dungeons and Dragons universe, a Dretch could be a
good option for this monster link.
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Sea Serpent
Spells learned: Wall of Water, Tidal Wave
Hell Hound
Spells learned: Fireball, Fear
Bird of Paradise
Spells learned: Fly, Hypnotic Pattern
Treant
Spells learned: Barkskin, Plant Growth
Tier 4 Monster Links
Turtle
Spells learned: Otiluke's Resilient Sphere, Hellish Rebuke
Water Elemental
Spells learned: Control Water, Water Walk
Air Elemental
Spells learned: Storm Spehere, Fog Cloud
Chasme
Spells learned: Blight, Crown of Madness
Golem
Spells learned: Stoneskin, Maximillian's Earthen Grasp
Mimic
Spells learned: Polymorph, Rope Trick
Puddings and Oozes
Vitriolic Sphere + Ray of Enfeeblement
Tier 5 Monster Links
Worms
Spell learned: Wall of Stone
Behemoth
Spell learned: Destructive Wave
Salamander
Spell learned: Immolation, Heat Metal
Roc
Spell learned: Control Winds, Fly
Young Ice Dragon
Spell learned: Cone of Cold
Banshee
Spell learned: Contagion
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Apendix F: Naming Info Roegadyn Words
The Roegadyn name themselves by pairing up two words
Miqo'te Tribes from their language, usually a descriptor and then a noun. A
There are 26 tribes within the Seeker's of the Sun, here is a noun is turned into a descriptive word by adding a I to the end
list to help you decide what tribe your Miqo'te came from. of the noun. Here is a list of known Roegadyn Words to help
you select a name. This is an incomplete list.
Seekers of the Sun Tribes
Roegadyn Translations Common
Tribe Letter Associated Creature Lone/Alone
A' Antelope Roegadyn
B' Boar Abar Rage
C' Coeurl Abyl Duck
D' Dodo Aent Ambitious
E' Eft Aerg Poor
F' Bear Aerm First
G' Gryphon Aerst Amber
H' Gigantoad Agat Beginning
I' Buffalo Agynn River
J' Jackal Ahct Eel
K' Hipparion Ahl Old
L' Viper Ahld Eagle
M' Marmot Ahr Arm
N' Aldgoat Ahrm Eight
O' Mole Aht Judge
P' Basilisk Ahtyn Eighty
Q' Puk Ahtza Ice
R' Raptor Ais Alder
S' Zu Alyr Anchor
T' Condor Anka Scythe
U' Drake Ansa Harvest
V' Vulture Aren Ash
W' Wolf Ask Absent
X' Lynx Awyr Bone
Y' Jaguar Baen Bare/Naked
Z' Ziz Bara Leg
Benn Berry
Bera Mountain
Berk Bold/Brave
Bhald Plague
Bhaln Bear
Bhar Ale
Bhir Meat
Bhrat Blood
Blaet Darkness/Dark
Blan
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Roegadyn Translations Common Roegadyn Translations Common
Lead Carrier
Roegadyn Pale Roegadyn Three
Blau Blue Draga People
Blei Flower Drys Farm
Bloe Blind Dyn
Bluom Dyrf Thirsty/Thirst
Blyn Blossom Dyrst Oath
Blyss Castle Eidin Bitter
Borg Boar Eifa Elk
Born Break Elak
Braen Bramble Elil Exiled/Foreign
Brem Brother Ent End
Broda Brown Erna
Broen Chest Ewan Earnest
Broes Bread Eyha Even
Brot Bride Eyhil Oak
Bryda Spring Eyn Acorn
Bryn Bridle Eynli One
Brytt Make Eyri Eleven
Byld Maker Edz
Bylda Protect Faeld Wandering
Fertile Faez Eat
Byrg (Byrgin) Tree Falk Field
Bylg Axe Farr Fat
Byrm Slate Fatyr
Byrt Sad Fedar Falcon
Caepf Sail Fhet Bull
Rope Fhil
Caer (Careig) Pine Father
Ceig Wine Fhis (Fhisk) Feather
Ceil Soldier Fhruh Fight
Cwaen Narrow Fian Yellow
Cwin Firk
Daeg Thinking Flaz Fish
Dani Thin Flekk Early
Dusk Floeg Enemy
Denkyr Floer Explore
Denn Thunder Floh Flat
Dhem Dry Foer Spotted
Doen Two Foet Fly
Doer Thorn Fohc Lead
Does Folg Flea
Dornn Village Frae Four
Dorpf Carry Foot
Draeg Fox
Bird
Free
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Roegadyn Translations Common Roegadyn Translations Common
Lady Hand
Roegadyn Frog Roegadyn Hair
Froe(a) Fruit Hanth Hard
Frusk Harr Hazel
Frut Peace/ful Hart Half
Fryd Friend Elder
Fryn Fire Hast (Hastal) Hot
Fyr Lost Helb Sky
Fyril Fist Herl Behind
Fyst Goat Hezz Agile
Gaez Perfect Himal Bald
Ganz Skin Hint Hollow
Gara Choir Hirsk Fast
Garr Jewel Holas
Geim Ghost Holl Obedient
Conjurer Holsk Treasure
Geiss (Geyss) Give
Germa Modest Horsk (Horsam) Dog
Gheb Bell Hort Hawk
Ghim Glass Know
Glac God Hund (Hundr) Hell
Glaz Hwab Forest
Goht Goddess Hwyz Heaven
Gohta Grave Hyll Army
Graeb Calm Hylt Autumn
Greh Bronze Hym Angel
Grein Howl Hyr Island
Grina Cruel Hyrt Knight
Grym Green Iron
Gryne Good Ingil (Inghil) Hunt
Guht Gold Isil Year
Guld Itar And
Guol Glorious Iyrn Young
Gybal Skull Jaeg Violet/Purple
Gybet Prayer Jarr Cold
Gyft Sell Jho Chestnut
Hael Chain(ed)
Haemr Healthy Jungh Laugh
Haer Hammer Keim Kettle
Haerz Kelt Crane
Hald Grand Kest Chaste
Halp Heart Keten Calf
Hana Kind Khan
Side Khezl
Hemp/Hempen Khra
Khus
Kilb
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Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Kirz Candle
Klet Burdock Mann Man
Child
Klin (Klind) Small Marm Marble
Klyn Brook
Klyng Near Merl Sea
Kneh
Knod Knot/Knotty Mhar Horse
Koel Coeurl
Koen King Mhas Scar
Queen
Koena (Koenyb) Claw Mhol Salamander/Eft
Krepf Bent
Kroem Chalk Mhus Mouse
Kryd Crystal
Kryst Copper Moeg Able
Kupf
Kympf Champion Moen Moon
Kynd Virgin
Kyrss Cherry Moer Kill
Laent Land
Lago Lament Moht Mind
Lahz Salmon
Lamm Murl Wall
Leita Lame/Injured
Liht Bringer Myna Love
Lleid Light
Loef Pain Mynd Mouth
Loet Leaf
Loetr Loud Myrgan Morning
Loez Pure
Loh Short Myst Mistletoe
Lon(a)
Lora Cloth/Clothes Myte Middle
Lorh Gatherer
Loug Laurel Nagl Nail
Rabbit
Lubb (Lubd) Leech Nahct Night
Lydir Poison
Lyna Leather Nazz Damp/Wet
Lyng Linen
Maeti Long Nebb Fog
Maga Mighty
Stomach Nedyr Low
Niu New
Noez Walnut
Nort North
Nortyr Northern
Nyst Nest
Nyun Nine
Oebb Above
Oefyr Sacrifice
Oeya Eye
Ofan Clear
Opyl Apple
Orn Maple
Ost East
Ostyr Eastern
Oura Ear
Pfar Walking
Pfef Pepper
Pfrew Joy
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Roegadyn Translations Common Roegadyn Translations Common
Plum Write
Roegadyn Five Roegadyn Ship
Pfrym Finger Skrib Shield
Pfym Late Skyf Dull
Pfyn Doe Skylt
Phati Circle Slae Sleeping
Rael Chariot Slaf Plain
Ram Slett Smith
Raen (Raeng) Clean Smyd Snow
Raet Law Snoe
Ramm Summer
Rhen Straight/Lawful Some (Soemr) Blessed
Rhet Right Solk Sparrow
Rheti Red Spaer Spear
Rhit Spyr
Rhot Plentiful Stael Still
Rhyl Rain Sterr Strong
Rough Sthal Steel
Roegan (Roega) Run Sthan Stand
Roeh Stral Arrow
Ronth Current Voice
Ronn Rusty Stymm
Rostn Smoke Styr (Styrn) Star
Ruht Empire Storm
Ryhhe Frost Styrm South
Rymm Giant Sund Southern
Ryss Sage Sundyr Sun
Salt Sunn Mushroom
Saelb (Sylbei) Seed Swaen Black
Saelz Swar Herd
Saem Six Sweig Sword
Saes Luck Swerd Sweet
Sald Knife Swoz Silent
Sath Dance Swyg Round
Satz Lake Swyn
Seik Lake Swyr Big
Sfeik Beautiful Swys (Swysta) Sister
Skaen Shadow Sygg Victory
Skaet Servant Syhr Fearless
Skal Sheep Syk Sick
Skapf Horrible Sylb Silver
Skarn Poetry(Poet) Syn Son
Skoef Shining Syng Song
Skoen Goblin Syngi Singing
Skrat Synt Sand
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Roegadyn Translations Roegadyn Translations
Roegadyn Common Roegadyn Common
Syvin Seven
Syz Sit Ward Watch
Syzn Sitting
Thor Torn Warg Truth
Thosin Grey
Thota Wast Sharp
Thuba Daughter
Thubyr Mage Webb Silk
Thuv Magic
Toeg Dove Wein Woad
Toff Secret
Toum Deep Weitz Wheat
Trach Dream
Dragon Whas Wax
Trachyn Dragon
Tragg Slow Whei Soft
Trahg Lazy
Troe (Troeb) Wilf Wolf
Troeg Confused
Monster Wilt Wild
Tu
Twyr Dew Winst Left
Tyl Dwarf
Tymb Valley Wint Winter
Tyrb (Terbin) Dumb
Tyrn Cyclone Wist West
Ubyl Tower
Ulm Wistyr Western
Und Evil
Unsyn Elm Woerd Word
Unta Wave
Urs Innocent Wolk Cloud
Usyn Other
Uwil Auroch Woll Wool
Waeb Ashen
Waek Owl Wunt Under
Waem Weave
Waen (Waent) Battle Wuot Berserk
Waht Warm
Wakk Wind Wurt (Wurth) Herb
Wall Guard
Wann Awake/Woken Wyb Woman
Boil
Empty Wyda Willow
Wyn Daughter (used in last name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zahr Tear
Zant Tooth
Zedyr Cedar
Zent Send
Zirn Fury/Furious
Zoer Sour
Zwelf Twelve
Zwyn Twin
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Xaela Tribes of the Azim Steppe Xaela Tribes Distinguishing Information
A Xaela's last name is the name of their tribe, rather than
having a formal family name. They wear this name as a badge Tribe
of honour and fight to protect their families. Each tribe has its
own cultural ideas. The second largest Xaela tribe. Mortal enemies
with the Kharlu, the Jungid will spend the greater
The Azim Steppe is an amazing large region of land where part of the year subjugating smaller tribes to
51 known tribes are said to wander. It is not impossible for Jhungid swell their own ranks in preparation for an annual
new tribes to form or disappear as people leave tribes to form
their own or are assimilated into other groups. battle with the Kharlu--the winner gaining control
over a large part of the eastern coastlands.
The third largest Xaela tribe. Mortal enemies with
the Jungid, the Kharlu will spend the greater part
Xaela Tribes of the year subjugating smaller tribes to swell
Kharlu their own ranks in preparation for an annual
Tribe Distinguishing Information
The largest of the Xaela tribes. While not the battle with the Jungid--the winner gaining control
most skilled at battle, they overwhelm with over a large part of the eastern coastlands.
Adarkim numbers, taking losses in stride, knowing that a
future victory over a weaker tribe will replenish A tribe which largely remains unseen, hunting
goats in the mountains for nine moons of the
their ranks. Khatayin year. The remaining three are spent at the foot of
the great north range, where they survive off the
A small tribe which keeps mainly to the
mountainous region of northeastern Othard. The dried meat they stocked.
Angura glare reflected by the everlasting glaciers upon
which they travel has rendered this tribe's skin Malqir A western steppe tribe characterized by its
unique leader-choosing ritual which, instead of
color a deep rusty tone. the usual test of brawn, is a game of Kharaqiq--a
A tribe thought lost 200 years ago, only recently chess-like game played on a circular board
Arulaq discovered once again living in a secluded valley divided into three rings.
in the mountainous north. A costal tribe which fights with blow-darts made
from bones dipped in the poison of the
Though defeated and absorbed by the Adarkim,
several of the proud tribe's members still secretly Mankhad pufferfish. So practiced with the pipes are the
Avagnar use its ancestral name, knowing that it could tribe, that they can disable a target from 200
paces.
mean death if they are discovered.
A middle-sized tribe of the southern deserts and A desert tribe which, over the course of a year,
masters of survival in the driest of climes, the travels between over a hundred secret buried
Bairon are all trained from a very young age to Mierqid caches of supplies restocked with each annual
collect and drink their own bodily fluids, allowing
Bairon visit.
them the ability to venture deep into places no Master trainers of the wild horses which
other tribe will.
Noykin populate the majority of steppe. It is said that the
A tribe of the steppe’s western edges. Women horsewives of the Noykin can break any beast if
from the Bayaqud tribe will traditionally take given but a week.
Bayaqud several husbands, as did the tribe's founding
Selective breeding has seen the average height
matron 2000 years ago. of the central steppe-dwelling Olkund tribe
males reach over two and a half yalms. The
A small tribe that earns its living by collecting the Olkund females, for whatever reason, remain of an
average height.
Bolir dung of the beastkin herds which roam the
steppes. The dung is dried, turned into charcoal in
temporary kilns, and sold to other tribes.
Household duties such as cooking, cleaning, and
A tribe of all women. While breeding with men childrearing are handled by the males of the
Borlaaq from other tribes is allowed, if a male is born into
Dazkar who, other than when on the move, rarely
the tribe, he is given up within a year of birth. Dazkar ever leave their family's yurts. Female Dazkar are
Buduga An all-male tribe which only increases its ranks tasked with hunting, and are known across the
through battle and kidnapping. steppe as being some of the most accurate
archers in the realm.
One of only a few Xaela tribes which has Oronir All members of the Oronir tribe believe
abandoned the nomadic lifestyle and built a small themselves to be direct descendants of Azim,
Dalamiq village on an islet in the middle of a two-malm-
wide span of the great inner river. It is said they the tribe's god of the sun.
once worshipped the now-fallen lesser moon. Oroq The Oroq create sleds made of reeds dipped in
horse fat to help move their possessions and
A tribe that follows the Borlaaq, taking on any
Iriq male children given up by the female warriors and young children about the inner grasslands.
raising them as their own.
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Xaela Tribes Xaela Tribes
Tribe Distinguishing Information Tribe Distinguishing Information
The warriors of this tribe all wear complete suits of A tribe recently massacred by the Dotharl. The only
armor crafted from the bones of steppe tigers members surviving are those who left the tribe to
Qerel which they kill with their own hands upon their travel on their own and were not present during the
Hotgo killing. The Hotgo were known for their vibrant face
coming of age.
paints which members would constantly change
This desert tribe does not wear any clothes, depending on their current mood.
choosing instead to cover their bodies almost
Torgud entirely in a white paint created from mud, lime, A tribe which sees all beastkin as equals with man,
and bone meal. The paint helps to reflect the therefore refuses to eat or use them as beasts of
Sagahl burden. As a result, the diet of the Sagahl mainly
relentless desert sun.
consists of steppe shrubs and vilekin.
The children of the Tumet, upon seeing their tenth
summer, are tied to a sacred tree while the A tribe made up of orphans and refugees from
Kahkol tribes defeated or destroyed. Many choose to
remainder of the tribe packs up and moves to their
Tumet next location. Those children who manage to break combine the name of their old tribe with Kahkol.
free from their bonds and catch up with the tribe Unlike most of the Xaela, the Kha live on the fringes
at that next location, are given a name and allowed of the Xaela lands, actively seeking contact with
Kha non Auri peoples, introducing many aspects of
into the tribe.
When members of this tribe die, their heads are those cultures into their own.
removed from their bodies and placed in a jar of
fermented goat milk. Once the liquid has been A small tribe of devout worshippers of the elder
drunk by the head (in other words, evaporated), gods, the Mol will consult with their deities (via a
Ugund the head is then buried under an anthill so that the shaman conduit) before making any tribe-related
tiny workers can carry the spirit to the afterlife. The Mol decisions, from the direction of their next
journey is thought to be a terrible one, the road
filled with ghosts of the damned, so ensuring the migration, to the beasts they will hunt each day for
food.
spirit is drunk helps ease the journey.
The Gesi are masters of the slingspear, a mid-sized
javelin carved from mammoth bone which, instead
One of a handful of Xaela tribes which have given Gesi of being thrown by hand, is flung with a leather
up the nomadic lifestyle. The Uyagir reside in a
sling to improve range, speed, and killing power.
system of limestone caves on the northern edge of
Uyagir the southern deserts which are believed to have The Kagon are a nocturnal desert tribe who worship
Nhaama, goddess of the moon and mortal enemy
been dug by a race of giant oliphant-like beetles
which were placed on the land by the gods to of Azim, god of the sun. Instructed by their
punish the elder tribes that had grown too greedy. goddess that to step into the sun is to succumb to
Kagon the evil of Azim, they spend the daylight hours in
Dhoro An elusive tribe that avoids contact with most their tents, only emerging to hunt and migrate at
other tribes. Lookouts are posted all about their night. The result is an uncharacteristically pale skin
camps with orders to flee given the moment an for a group of people living in an almost eternally
outsider is spotted. fair-weather locale.
A tribe that rides up and down the great inner river The Goro believe horses to be perfect beings, and
Orben on boats woven from reeds and reinforced with each male and female, upon their coming of age, is
Goro married to a horse of the opposite sex.
scales from their own skin.
A river tribe that chooses to swim from place to Reproductive mates are chosen by lots.
place rather than walk or take boats. It is said that
members of the Ejinn can hold their breaths for up Before each migration, the Gharl will fill a sacred
Ejinn to a quarter bell, and will often migrate while urn with the soil of the place they just camped. This
almost completely submerged in order to avoid Gharl soil is then dumped upon arriving at the next
contact with hostile tribes. location. This tradition has been carried out for
thousands of years, leading people to believe that
An extremely violent tribe with members who most the steppe is now all of one soil.
revel in massacre and are taught from a young age
Dotharl not to fear death. While they are quick to attack The Dataq cover quite possibly the most area in
other tribes, mortality rates are high, ensuring that their migrations, for they rarely stop in one area for
Dataq longer than a few bells. Sleeping is all done in the
their numbers never grow too high. saddle, and tents are only used when the rains are
heavy and unbearable.
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Xaela Tribes Distinguishing Information Garlean Hierarchy
The society of Garlemand is one of strict order where one's
Tribe position is worn as a badge within their name. Below is listed
the known Titles and their position's role within the Empire
The legends of this coastal tribe tell of a group of from the Emperor down to their slaves.
their ancestors who crafted a giant ship and
sailed out across the endless eastern ocean. The
Haragin explorers are said to have returned with tales of a Title Function
terrible island covered in massive grey monoliths
and inhabited by fire-breathing steel demons.
Zos Supreme leader of the Garlean Empire
This mountain-dwelling tribe is one of the few Yae Any member of the royal family in line for the throne
which instead of hunting, mine the precious ores
Ura of the peaks and trade them with the steppe Wir Any member of the yoral family not in line for the
throne
tribes for food.
A tribe invisible for the fact that its members are Van Commander of one or many legions
spread out across many different tribes
Tol Secondary Command within a legion
(unbeknownst to those tribes). Communication
Moks between its members is done on the rare Sas Commander of a fort or base of operations
occasion when two tribes meet, through an
Rem Commander of one of a legion's cohorts
ancient set of hand signals only recognizable by
those who know what they are looking for. Quo Commander of a mid-sized unit of at least 100
soldiers
In addition to the standard language used by
most of the Xaela in cross-tribe communication, Pyr Watch Commander or Veteran soldier
the Geneq employ a complex system of whistles
Geneq Oen Regular Infantry
and clicks which resemble the cloud- and
wavekin of the steppe. Nan Head of Magitek Research or an engineer specializing
in Magitek
To those who live the meager lifestyles of the
Horo steppedwellers, being overweight is a symbol of Mal High Commander of Field Engineers or Field Medics
affluence and power. To appear heavier than one
in their station, the members of Horo will drink Lux Commander of a unit of Medics or Field Engineers
copious amounts of water to bloat their bellies.
Kir Veteran field medic or engineer
For reasons unknown, one out of every three Jen Field Medic or Engineer
pregnancies amongst the Himaa result in twins.
Himaa As a result, over half the tribe's members have a Iyl Leader of the senate
doppelganger. This can prove an advantage Het Various Magistrates of High Standing
during attacks, as it confuses the enemy into
Goe Local Ruler of Imperial Territory or Commander of
believing the dead have risen. operatives
One of the only tribes that accepts people of the Fae Senators who work to elect Magistrates
Malaguld Raen--those that have been exiled, or those who
Eir High level civil servants
have fled persecution--into their circle.
This desert tribe has the queer custom of Dus Low level civil servants
travelling with their elders carried upon their
Urumet shoulders. It is believed that in the flat desert, Cen Artisans and manufacturers
this gives the tribe the advantage of being able
Bas Merchants and workers who gather raw materials
to see farther.
Also known as the songbirds of the steppe, the Aan Slaves and the people of annexed territory
Qalli Qalli communicate through song, attaching a
melody to their words to further add emotion to
the meaning.
This tribe refuses to speak, believing that all
Qestir words are lies, and that a man's actions are the
purest form of communication.
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Where FFXIV Future Plans
Meets
D&D Add the lost class from FFXIV 1.0 the
Musketeer
What started off as a half baked idea being sewn Eventually add other beloved Final Fantasy
together between classes at Teacher's College classes that do not have a good comparison in
has gone through revision after revision to D&D 5th Edition
become what you see today! Thank you to Set up some kind of Donation thing for those
everyone who has followed my work all this time, that would like to leave a tip for me.
I hope I've done you all proud because it is the
community that has truly driven me forward in Change Log
continuing to work on this project for what has
been over three years now. Shout out to my Free December 2nd 2019
Company simply known as DEKU on the NEW: The Garlean race is added
Gilgamesh server. Their warmth and the NEW: Arcanist has been revamped
togetherness we shared has kept me hooked on NEW: Dark Knight has been totally revamped
Final Fantasy XIV and that is one of the key NEW: Dragoon has been totally revamped
reasons I was able to keep so engaged with this Minor Adjustments to various classes, double
content. Thanks Everyone! check your favourites.
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