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Greywinds Guide to Tharador - Digital

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Published by necron43, 2024-06-01 09:35:33

Greywinds Guide to Tharador

Greywinds Guide to Tharador - Digital

92 Notable Kingdoms/Settlements Seto sits as the center of Remnant Oldavori Culture, being the largest remaining settlement in Oldavor and the most influential tribe left. Numerous other towns and villages dot the ruins of Oldavor, each lined with rows of torches and tall walls to keep Shapeshifters at bay. Nomadic tribes of Wastewalkers, who don’t call any one place home, traverse the wastes, occasionally settling in abandoned locales to scavenge goods and relics to trade with Setonic Colossals. Though Remnant Oldavori Culture encompasses all of Oldavor, it also has a significant presence in the villages and towns of Grenzländers in Brightstone and Greypeak, which have notable Colossal populations. Primary Languages The Remnant Oldavori continue to speak their ancient tongue, Budnal. However, it has evolved so much since the fall of their empire that contemporary Colossals would not understand ancient texts from the First Era. Additionally, due to the tribal nature of their homeland, every tribe speaks a distinct dialect of Budnal, even the nomadic Wastewalkers speaking different versions of the language. While communication remains feasible, misunderstandings and language barriers are frequent. Subcultures Although technically each tribe of Oldavor can be considered its own subculture, scholars typically group them under two primary categories. Setonic Colossals are those Remnant Oldavori who have settled in and rebuilt the ruins left by their ancestors. They’ve mastered the art of cultivating livestock and crops in vast underground networks using magical lighting to sustain plant growth. This ensures a steady food supply, but it also means populations can’t grow as expansively as they might in other regions. Many Setonic tribes have imposed limits on childbirth, with excess children facing the grim realities of starvation or merciful death. Wastewalker Colossals, in contrast, are less strict in their societal rules but more rigorous in their treatment of individuals. Those who can’t keep up in the wastes are abandoned, left to the mercy of Shapeshifters or Nix Centipedes. Wastewalkers roam Oldavor without establishing permanent homes, often escorting Setonic caravans or human groups who dare venture into Oldavor. Budnal Names Male Names: Aniketos, Brogvar, Char, Chinnuk, Dakshi, Eyitsoq, Kaviq, Manik, Nanuq, Patuk, Rajanuk, Silaq, Tygrin, Uyarak, Vayu, Wajoski, Xanik, Yaraq. Female Names: Agga, Anaya, Chalina, Driga, Eluna, Harmara, Ishani, Jyothika, Kalaya, Lenisha, Meera, Nalini, Ooma, Priya, Qila, Raina, Suyana, Tuvana, Unika, Vrisha, Wynala, Yrinsel, Zelina. Common Chosen Names: BearStands-Tall, Dances-With-Shadows, Hears-The-River, Runs-on-Wind, SeesBeyond-Clouds, Touches-The-Sky, WalksWith-Pride, Whispers-In-Moonlight.


93 Remnant Kingdom Major Settlements • Brel Endra - the Druidic Circle of the North. The ice and snow thaws around here and it is an oasis of greenery in a sea of endless snow and ice. • Budhavara - Sole Colossal tribe that has built trust with the Men of Mayreth. Any that want to trade with those beyond the icy border do so through Budhavara. • Duoarastat - The old capital of Oldavor before its fall. It is now the home of the Psyflayers and their Shapeshifters. Things of Interest • A town guard in Stoneholt received a letter from his daughter that she was running away to Budhavara to be with her lover. He worries for her safety. (Mid Level 7-9). • Rumours swirl of a legendary Nix Centipede near Takhara that swallowed a whole Wastewalker Tribe whole, and their treasure is still buried in its innards. (High Level 16-18). An icy hellscape stuck in an endless winter for a thousand years. This was the last territory of the Oldavori Empire before its fall. On activating the Vavanasai, a weapon intended to freeze the lands of Men, the Colossals froze themselves and doomed their people. Now the deadliest monstrosities of Tharador roam these frozen wastes. Capital Seto is capital of Oldavor after the Empire’s fall. It is a city bored into the ground in cylindrical tiers, warmed by an eternal fire that burns in its centre. Ruling House Oldavor has no central rulers. Each settlement is a self-governed tribe, with each tribe having their own customs to decide their rulers, and even what power those rulers may have. Some may be chiefdoms, petty-kings or even ruled by a council or senate. Oldavor


94 Horobok Culture Unvisited Cultures In the excursion I took to write this book there are a few cultures which I did not have the pleasure of visiting due to current dire events that likely would have resulted in my demise. Though I could not extensively categorize these cultures as I did with those prior, I have still left a brief summary of each of these cultures on the following pages, based on my prior knowledge and the writings of my predecessors and peers. Keep in mind this is only a summary view, though I hope enough to paint a picture in which your mind’s eye can fill in the rest. Horobok is the name for Dwarves in their own tongue of Räghirik. Horobok inhabit the region of Dornat Al Karit, their sole remaining kingdom on Tharador that borders Baldur. Dwarves had a great influence on Baldur and its technologies, teaching them the usage of gunpowder which the Dwarves had used for mining and large canons, and the Baldurians adapted to small form weapons. Dwarves are all around pleasant and welcoming folk at first glance, but most harbour a mistrust of outsiders. Many Horobok fled east to Dornat Al Karit when their homes in Karkanoth were destroyed by Colossals and Men during the First Era. This resentment has quelled but still simmers in embers that can be easily stoked. The Dwarven land is deadly in its overworld, being either craggy mountains or sun scorched savannah ruled by beasts. Because of this travel is dangerous to foreigners such as myself, and the source of many Horobok issues.


95 Hirikmi Culture The Hirikmi of Lo Fuin are commonly referred to as Drow in legends. This name has been adopted as the universal term for them. They are descendants of the Beremeni, tracing their lineage back to the Age of Creation. While the Hinatali journeyed south into the desert, the Hirikmi persevered, discovering a verdant land. However, this land soon became corrupted and tainted by Idinhelieth, forcing the Hirikmi underground. Here, their skin adopted a ghostly white-violet hue. The land has since transformed into a perilous swamp. Both its flora and fauna are venomous, and almost always carnivorous. Yet, the Drow remain the most lethal inhabitants, lurking within the fog and attacking outsiders on sight. Consequently, I have not been afforded a formal audience with them. My most recent encounter was at the end of an arrow knocked to a longbow, held by one of Glanbeli’s Drow. Fortunately, they allowed me to depart unharmed afterward. It seems, however, that not all Drow are content residing beneath their marshy home. Some have ventured out, seeking improved lives across Tharador. Barnavar of Volosvio stands out amongst them, a renowned member of the Belfrian Merchant League. Most of my insights into Drow culture derive from him, making him an invaluable primary source. Cultural Highlights The Hirikmi may be the most xenophobic society on Tharador, surpassing even the Cyrndaëli in this regard. Their hostility is evident in their readiness to attack Cultural Highlights Dwarves have earned a reputation as lovers of metal, ale and blowing things up. A highlight for most travellers is entering the border town of Aschum Astim for the first time, a constant party where the first drink is free from every tavern. Many do not travel further. Horobok are friendly to outsiders but may come off as patronizing. On further thought I have pondered if this may be some form of xenophobia or if it is wellmeaning ignorance. Notable Kingdoms/Settlements • Dornat Al Karit - sole kingdom of Horobok Culture • Sharprahk - capital of the kingdom and cultural centre of the Dwarves of Below • Varekan - trade hub of the kingdom and cultural centre of the Dwarves of Above Primary Languages • Horobok Räghirik - Dwarven Under Speech. Dwarves simply call it Räghirik. Adapted from the Drow tongue of Gihn Räghirik or Pale Underspeech. • Centrali - Spoken by most Dwarves, especially in towns that often see foreigners like Varekan and Aschum Astim. Rarer in mining cities and forts that see no foreign visitors. Horobok names Male Names: Brondak, Duktuk, Durnar, Grondal, Gundrin, Kraglin, Rend, Rogrin, Varnik, Vraglin, Zilgar, Ziln, Zorndar. Female Names: Brumhilda, Delgrid, Durina, Enira, Gilda, Helgrin, Keldra, Lurida, Nalgrid, Tergrid, Zelgara.


96 on sight. Deeply religious, they revere Glanbeli, whom they envision as an egg encompassing an unhatched Divine. They also pay homage to a more ominous deity named Irinax. This has reportedly resulted in a schism. Drow from the city of Hirika cling to their traditional Glanbelian beliefs, yearning to ascend to the surface. Conversely, Drow from Iriksha view both the surface and its inhabitants as malevolent, aiming to obliterate their way of life. Notable Kingdoms/Settlements • Lo Fuin - sole kingdom of Hirikmi Culture • Iriksha - The capital, and the cultural nexus for the Irinaxan Drow. • Hirika - cultural centre of Glanbelian Drow Primary Languages • Gihn Räghirik - Known as the Pale Under Speech. However, this term is primarily employed by scholars and Dwarves for identification. Within Lo Fuin, it is simply referred to as Räghirik. Hirikmi names Male Names: Arxis, Baelen, Drizzin, Elvarin, Haelar, Ilphrin, Lorxan, Malxid, Phaelor, Raelin, Toraxid, Xandir, Yunas. Female Names: Aelria, Driselle, Exrin, Ilyndra, Kadna, Lorna, Mrina, Nyxra, Phaedra, Prednith, Quilri, Zelrina. Noble House Names: Aelorath, Ecklinse, Glydrin, Ilphrin, Kalrenth, Meldrissa, Nyrindre, Reloth, Teldriss, Vexlara, Xylinth.


97 Elemi Culture Hailing from the continent of Edrador, the Elemi of Tharador have called the continent their new home for over four hundred years. Initially a rather xenophobic culture due to the outward hostility all their neighbours showed them, though this tension has eased in recent years. Elemi enjoy cultural exchanges with their neighbours and other kingdoms across Tharador. They have become somewhat of a hub for sailors who travel between the Katarn and Grey Seas, acting as a half way point and an ideal place for resupplies. Thus the Elemi lands of Greater Abune have seen much influence and attention from Baltian and Centrali culture in recent years. Though Baltian culture never left as when the Elemi conquered the Goltians, many commoners were made subjects of the Elemi. Elemi cannot reproduce without a “mundane” partner, so keeping human populations were essential, though records indicate the circumstances of this were extremely cruel. That seems to be a thing of the past however, and Elemi now see the “mundane” as almost exotic aphrodisiacs. So as much as I wished to visit Greater Abune to further document them, a surge in recent attacks against the mundane by Elemental Spirits that the Elemi worship has made me reconsider until the matter is resolved. Cultural Highlights Though Elemi might consider the mundane to be desirable, it does not mean they respect them. Non-Elemi are usually only permitted in certain areas, though this changes from culture to culture. The Elemi have three subcultures based on their elements. The Air Elemi of Abunos are serious but flexible, empathetic and understanding. The Earth Elemi of Abunae are stern, stubborn and at times even cruel. The Water Elemi of Abunor are carefree and friendly, making it fortunate for sailors that Water Elemi inhabit most of the port cities. Notable Kingdoms/Settlements • Greater Abune - the name given to the Union of the three distinct Elemi nations of Tharador • Abunor - Air Elemi nation, its capital is Szeles • Abunae - Earth Elemi nation, its capital is Folyo Kozott • Abunor - Water Elemi nation, its capital is Tenger • Beke - The capital of Greater Abune. Here all three nations join and have equal claim. It is its own subculture and also has the largest population of non-Elemi. Primary Languages • Magyar - The Common Tongue of Edrador. Though what is spoken by Elemi here is very different to the Elemi of Edrador. • Centrali - Spoken by mariners as well as a notable portion of citizens in Beke. Elemi names Male Names: Béltor, Erdőn, Fuvan, Kotta, Levegől, Markus, Patakár, Skortz, Szelim, Toren, Vízlo, Zefir. Female Names: Avia, Erdélia, Fúvala, Kitarlia, Levegia, Ora, Pataklia, Rubi, Szelina, Vizella, Zephyra.


98


99 VI: Tharador’s Races Velgaryn as they are known to themselves, the Elves and the Gods. Lay people think them the descendants of giants, but the truth is even greater. The Colossals of Oldavor are descendants of Horauthin himself, brought into the world and set loose on the forces of Mindoriel like the dogs of war they were. When Mindoriel was defeated, their bloodlust lingered. At first they sated it on themselves, but when unified after centuries of war, they thirsted for the blood of others. Their wars engulfed the continent, until man was born to halt them. For a thousand years Men and Colossals warred, and though their strength outmatched ours, their wit did not. Their Oldavori Empire ended in folly. A weapon created to blanket our lands in winter instead blanketed solely their own and irreversibly shattered after. Overnight they fell to ruin, their people starving, freezing and killing each other over the last scraps of civilization. Those that survived did so through many different means, and all that was left was the strongest of their kind. But their numbers have dwindled to tens of thousands. Colossals are usually spoken about in legends and tales, and few have ever lived to see one, though there are some who escaped their frozen home in search of a better life. Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 Size. Medium Speed. 30 ft. Age. Colossals reach adulthood at around the same age as humans, around their late teens, and typically live for less than a hundred years. Size. Colossals are between 7 and 9 ft. tall and weigh between 250 and 350 pounds. Skills. You gain proficiency in the Athletics, Arcana, or Survival skills. Eternal Resolve. The horrors of Oldavor are scarred into your mind, whether that be from the tales left on walls from your ancestors, or be it from facing them yourself. You gain advantage on saving throws against the frightened condition, and magic can’t inflict the frightened condition against you. Frostborn Fortitude. You gain resistance to cold damage. Furthermore, your body is adapted to withstand extremely cold temperatures, allowing you to tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you don protective clothing, you can even withstand temperatures as low as -100 degrees Fahrenheit. Survivor’s Physique. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Furthermore, you gain advantage on Strength (Athletics) when attempting to break free from a grapple. Your deeper Colossal heritage is based on the clan you grew up in. The clans present in the more dangerous areas of Oldavor had to resort to the use of blood magic to survive and fight off that which is unseen in the blizzards. Other clans were able to grow and evolve through the lessons they had learnt from their ancestors. Those who lived closer to the borders of the kingdoms to the south had to learn how to scavenge, hunt, and survive in climates and environments their ancestors were not used to. It is your choice regarding the heritage that your Colossal has. Colossal Traits Colossals Expulsion. Your mastery of your own physiology allows you to identify and remove harmful conditions that affect your body. You have advantage on saving throws against the paralyzed and poisoned conditions. Blood Gamble. When you make an attack roll, ability check, or saving throw, you can use your reaction to bolster the roll with your own life force. You must declare that you’re using Blood Gamble after the roll has been made, but before you know if you succeeded or not. You expend one hit dice by rolling it, and you take necrotic damage equal to the total rolled (this damage cannot be reduced in any way). The roll is then added to your attack roll, ability check, or saving throw. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Sanguine Wasteland Lone Tracker. Your solitary adventures have honed your agility and speed. Your base walking speed increases by 5 feet. In addition, during the first half of your movement on your turn, difficult terrain doesn’t cost you extra movement. This benefit applies to the total movement you have in a turn, rounded up to the nearest 5-foot increment. Deep Breath. Through intense focus, you attune your senses to the environment around you. As an action, you can heighten your perception for 1 minute. During this time, you gain advantage on Wisdom (Perception) checks, and you can use your bonus action to take the Search action. Note: The following section is written primarily for D&D 5E mechanics. It will include some sections of lore, though may be removed from the “author’s voice” of Granulus. Ancestral Aid. In times of need, the spirits of your ancestors guide your actions. You have a pool of spiritual dice, which are d4s. The number of dice in the pool equals your proficiency bonus. When you make an ability check, you can choose to roll one of your spiritual dice and add the result to your check. You can choose to use this feature after you roll the dice for the check, but before the outcome is determined. You can use only one spiritual die per ability check. You regain all expended spiritual dice when you finish a long rest. Spiritual Aptitude. Your ancestors guide your hand in crafting and survival. You gain proficiency in two of the following skills of your choice: Religion, Medicine, Nature, or any artisan’s tools of your choice. Spiritual


101 Descendants of pure elemental essences that awoke from the dreams of Maethromin, the Four Faced God and the Keeper of the One. The dreamscape of Maethromin is the eternal elemental plane suspended in the void: fire, water, earth and air constantly dance and war in a ceaseless symphony of cycles. But notes struck out against the harmony of the song, and some of these elemental spirits took note of their senseless world, realising it to be more akin to a dream than any reality. So they awoke upon Minera’s physical plane, and were ushered to empty lands in Edrador where they might live harmoniously. But these spirits were great and filled with ambition. It did not take long for them to meet with the mortals of Minera, and with them beget their first children. These children, and their descendants are the Elemi. Elementally infused beings. The Dreamed Elemi were these first awoken spirits, and are revered as God-Ancestors by the Elemi of today. Those that live today invoke the power of Earth, Water, Air or Fire, the Four Faces of Maethromin. Elemi are born from a union of mortal and elemental. Elemi cannot reproduce with each other, their infusion of elements renders them incompatible. Thus all Elemi have one mundane parent, and one elemental parent. The mundane parent decides their physical form, whether it be Elf, Human, Dwarf, Colossal or other; while their elemental parent decides which of Maethromin’s four faces they will harness in their powers. Elemi are secular and mostly keep to themselves, but their exotic nature makes their lands and people a popular destination across Tharador. Though they aren’t usually seen often beyond their home in Greater Abune, they are still common enough that most laymen would have seen several by adulthood. Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 Size. Small or Medium Speed. 30 ft. Age. Elemi reach adulthood at around the same age as their nonelemi parent, usually matching their lifespan as well. Size. Elemi are between 5 and 6 ft. tall and weigh between 130 and 200 pounds. Though this can change depending on their non-elemi parent. Skills. You Gain proficiency in one of the skills available to the species of your non-elemi parent. Heritage. Due to the malleability of the Elemi species, you gain one trait from your non-Elemi parent dependent on their species. • Human. You are proficient in one additional skill and one language of your choice. • Elf. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. • Colossal. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. • Dwarf. You have advantage on saving throws against poison, and you have resistance to poison damage. • Halfling. You have advantage on saving throws against being frightened. • Gnome. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. • Half-Orc. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Languages. You speak Common, Primordial, and one additional language based on the heritage of your non-Elemi parent. [NOTE]: If playing in Tharador, your Elemi might speak Magyar instead of Common if they were born in Greater Abune or they are from Edrador. Magyar is Edradorian Common. Your unique powers that raise you above your mundane counterparts manifests itself in the elemental essence infused in you by one of the four faces of Maethromin. You owe this power to him, and the Dreamed Elemi that woke in Minera to give rise to your lineage. These essences greatly affect the identity of an Elemi. It gives the Water Elemi their “go with the flow” attitude, the Earth Elemi their rock-headed stubbornness, the Air Elemi their breezy and uplifting auras and the Fire Elemi their burning passions and love for hot tea. Elemi Elemi Traits


102 Lightning Resistance. You have resistance to lightning damage. Light as a Feather. You gain an additional 5 ft. of walking speed. Furthermore, you reduce damage taken from falling damage equal to your proficiency bonus plus your Constitution modifier. Skyward Lineage. You gain the Gust cantrip. Constitution is your spellcasting modifier for this spell. When you cast it this way, it is not treated as a spell, and instead as a natural feature. Skyborne Stride. As an action, you can assume a misty form to glide through the air, moving up to 10 feet in a straight line in any direction you choose without provoking opportunity attacks. During this movement, you can pass through spaces as narrow as 1 inch without squeezing and without spending extra movement, but you cannot pass through liquid barriers. If your movement ends in a space that you cannot occupy, you are immediately returned to the space you occupied before you moved. This transformation end when you finish moving. Slipstream. As a bonus action, you summon primordial winds that propel you forward. You gain an additional 10 ft. of movement, your movement does not provoke attacks of opportunities until the end of your turn, and you can move through the space of other creatures but cannot end your turn in another creature’s space. You can use this ability a number of times equal to your proficiency bonus per long rest. Air Elemi You’re descended from the Face of Air. Most Air Elemi exude cheerful and uplifting personalities; sometimes even “air-headed.” But behind this pleasant demeanour dwells an inflated sense of superiority that Air Elemi hold over their ground pounder kin. This also applies to non-elementals, even moreso. You may be either terrible or excellent at disguising this, and it may show itself in unpredictable ways, such as you simply using your Skyborne Stride at inappropriate times. Don’t feel like walking down 100 flights of stairs? Hate using doors or knocking? Just use the gift of your God-Ancestor and they won’t worry you again. People around you may be horrified as they see you fall a thousand feet, or be angry that you snuck into their room without a knock, but why should they be mad? If those groundhogs could do what you did, they would do it too! People familiar with Air Elemi (mostly other Elemi) will chalk encounters like this up to being “typical Air Elemi behaviour.”


103 Acid Resistance. You have resistance to acid damage. Stone Grasp. When climbing vertically on smooth stone and other non-climbable earthen surfaces, you can meld your hands into the surface to grant yourself a climbing speed equal to your movement speed without the use of equipment. Earthen Lineage. You gain the Mold Earth cantrip. Constitution is your spellcasting modifier for this spell. When you cast it this way, it is not treated as a spell, and instead as a natural feature. Eyes of the Earth. As an action, you focus, and put the palms of your hands to the earth beneath you, granting you a sense of perception through the movement of nearby creatures. While your palms are still connected to the ground, you are granted 60 ft. of tremorsense. You are still aware of your surroundings while doing this. Any movement including walking or standing up will break this effect immediately. Rupturing Quake. As an action, you stomp the ground beneath you and create a force of barrelling earth in a 60 ft long, 15 ft. wide line. Any creatures caught in the area must succeed on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your Proficiency bonus. On a failed save, creatures take 1d10 piercing damage as earthen spikes pierce them. For the next minute, the affected area becomes difficult terrain that you are unaffected by. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this ability once per short rest. Earth Elemi You’re descended from the Face of Earth. Plant your feet firmly and hold your convictions with an iron grip. You’re not easily swayed by the thoughts and opinions of others, and getting you to do something you really don’t want to do is like, well, getting blood from a stone. Most people know better than to argue with an Earth Elemi. So you win most arguments by default. Earth Elemi are known for being stoic and rigid, people of few words and few emotions. Some Tharadori philosophers from Centralian Kingdoms seek out Earth Elemi in a bid to emulate their rigid personalities with their own philosophical school of thought derived from it: stonicism. Regardless, even if your words are quiet and few, your presence is not. All eyes are usually on you when you enter a room, and your craggy appearance makes a strong first impression on anyone who hasn’t encountered an Earth Elemi before. Some might think a hag has placed a curse on you.


104 Fire Resistance. You have resistance to fire damage. Flame Manipulation. You gain the Control Flames and Produce Flame cantrip. Constitution is your spellcasting modifier for these spells. When you cast them this way, they are not treated as spells, and instead as a natural features. Superior Darkvision. You can see in dim light within 120 ft. of you as if it were bright light, and in darkness as if it were dim light. Everything you see in darkness is in a shade of red. Temperature Control. As an action, you can regulate your own body temperature in order to survive in climates that are usually hostile. By increasing your body temperature, you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes whilst doing this, you can tolerate temperatures as low as -100 degrees Fahrenheit. Alternatively, by decreasing your body temperature, you can tolerate temperatures as high as 150 degrees Fahrenheit without suffering penalties. Ignite. As a bonus action, you can cause your body to ignite in flame. For the duration, the following effects apply: • You emit bright light in a 20-foot radius and dim light for an additional 20 feet. • If a creature makes a melee attack against you or touches you while within 5 feet of you, it takes 1d6 fire damage. • You can move through the space of other creatures, though you cannot end your turn in another creature’s space. The flames persist until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Fire Elemi You’re descended from the Face of Fire. Your heart burns with passion and desire, something you’ve been fixated on since you were but an ember in your mother’s womb. Before your soul had even sparked. This passion has carried into adulthood, and it is something that you hold near and dear to your heart. It may be a passion of secret, or something you have to tell everyone about the first time you meet. But should this passion go awry your light will burn dimmer for a while. Think about what this might be and how it has shaped you. Fire Elemi are stereotyped as being hot headed and brutish, a claim that is usually undeserved for their anger only shows when their passion ignites or is challenged. Fire Elemi are the only Elemi who have no lands of their own on Tharador. Most Fire Elemi are hated by their kin for the atrocities committed in their old homeland of Abunen Kolden four hundred years ago. Many Elven-descended Elemi still remember the betrayal of the Fire Council against the other three elements. The only Fire Elemi in Tharador are usually political prisoners or traitors hoping to overthrow their crown back home.


105 Cold Resistance. You have resistance to cold damage. Aquatic Adaptation. You gain a swimming speed equal to your movement speed, and can breathe underwater. Oceanic Lineage. You gain the Shape Water cantrip. Constitution is your spellcasting modifier for this spell. When you cast it this way, it is not treated as a spell, and instead as a natural feature. Aquatic Shift. As an action while submerged in liquid, you temporarily transform your body into an incorporeal form for a distance equal to your swimming speed. While in this form, you can pass through small holes and narrow openings down to 1 inch in diameter. You are incapacitated while taking this action. If the movement ends in an occupied space or a space where your body otherwise would not fit, you are immediately expelled back to your point of origin. Hydro Control. As an action, you create streams of water in the air in a 20 ft. radius, and use them to push and pull your opponents to where you want them to be. All creatures of your choice in the area must succeed on a Strength saving throw against a DC equal to 8 + your Constitution modifier + your Proficiency bonus. On a failed save, creatures are pushed up to 10 ft. away from you or pulled up to 10 ft. towards you (your choice). You can use this ability a number of times equal to your proficiency bonus per long rest. Water Elemi You’re descended from the Face of Water. Go with the flow is the way of your people and yourself. You’re carefree and easy, never stressing about being late or whether you packed that extra healing potion. You feel most at home in the water of course, and if you’re walking down a riverside road you’re more likely to simply swim in the river, unless of course it’s the dirty canals of Tradver. Water Elemi are the most open and welcoming of all Elemi on Tharador. They are travellers and most Elemi that people encounter beyond the borders of Greater Abune is Water Elemi who simply wish to see the sites and sate their wanderlust on Tharador’s waves. Water Elemi are also one of the few Elemi to worship a deity besides Maethromin and their God-Ancestors, for most are worshippers of Inderimaeth too, believing her to have protected them from Quorenderi’s Evils during their voyage to Tharador. Temples to Inderimaeth are common to find across Water Elemi cities.


106 Human Subrace: The Awakened Awakened Humans are a rare and mysterious subrace of humans who have unlocked the ancient and powerful magic of psionics. These abilities, which are separate from the traditional arcane magic practiced by many in the realm, allow the Awakened Human to tap into the collective unconscious and access memories from their past lives. With this newfound connection to the psionic realm, they are able to harness their psychic energy to perform incredible feats. Some Awakened Humans are able to use their powers to bend the wills of others to their own, manipulating their thoughts and emotions like puppets on a string. Others have honed their abilities to enhance their own physical and mental capabilities, becoming formidable warriors and strategists on the battlefield. Still, others use their powers to connect with the psionic world, communing with the spirits of their ancestors and gaining divine insight and guidance. The following option is available to humans. Ability Score Increase. Choose any two unique +1. Lifetimes of Experience. In your moments of rest, memories of your past lives resurface. You gain proficiency in one skill of your choice. During your long rest, you can replace this skill proficiency with another skill proficiency of your choice. Mind Over Matter. Whenever you fail on a skill check in which you have proficiency, you can reroll the check and pick which result to use. You can use this ability a number of times equal to your proficiency bonus per long rest. Psionics. Your unique heritage allows you to weave the fabric of reality that exists around the Breath of Minera. At 1st level, you gain one of the following traits. You gain another at level 7, and at level 14. • Minor Telepathy. You can telepathically communicate to a creature you can see within 30 ft. of you. Your telepathy mentally vocalizes in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. • Minor Scrying. You recall a location that you have been in the last 24 hours. Using an action, and 10 minutes of preparation, you close your eyes and project your consciousness to a fixed point at that location for 1 minute. You can see and hear as if you were there, and you are deaf and blind in regard to your own senses. A creature who can see invisible objects sees your fixed point as a luminous, purple aura. You can use this ability once per long rest. • Psionic Hand. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. Its spellcasting ability is your choice of Intelligence, Wisdom, or Charisma. This counts as a natural ability, and not as a spell, for the purposes of antimagical abilities. Note: The Awakened subrace is unique to humans in the world of Minera, due to the long history and the beginnings of the species. However, in your home games, feel free to allow any species to use this subrace.


107 VII: New Class: The Psionic In a forest dense with secrets, the Psionic moves with purpose, their mind a vibrant web reaching out to touch the consciousness of hidden creatures. They communicate with them, not through words, but with a universal language of emotions, a gentle whisper in the minds of others. They perceive the intentions of lurking adversaries before they’re formed, a precognitive mastery that allows the Psionic to evade attacks with a ballet of fluid grace. Their mind is a weapon, unleashing Psionic Strikes that bore the force of their mental prowess, a burst of psychic energy that could pierce the strongest defenses. As the Psionic venturee deeper, they shed their physical body and became a being of pure cognitive energy, transcending physical boundaries to become a radiant entity of psionic energy. The physical world is their canvas now. Their imagination is their paint brush. In the crucible of rigorous training grounds, young Psionics are forged, their minds shaped and honed to become weapons of intellect and power. They walk paths carved from deep philosophical traditions, some embracing the cerebral artistry of the Thought Mage, where intelligence dances gracefully with psychic and force energies, crafting masterpieces of mental might. Others may choose paths less trodden, venturing into realms of the mind where few dare to tread, unlocking secrets buried in the deep recesses of consciousness, bringing forth abilities that defy reality itself. In the world of Minera, they stand as titans of mental fortitude, a testament to the boundless potential of the mind, a force that bends reality to its indomitable will, a beacon of power in a landscape where mind and might dance in an unending ballet of force and strategy. As you sculpt your Psionic's genesis, consider the pivotal moment of awakening, when the dormant powers within burst forth into consciousness. Perhaps your Psionic was a child prodigy, their abilities manifesting in subtle ways, a whisper of things to come. It could be a path of self-discovery, a journey into the mind's deepest caverns where revelations awaited, unlocking doors to hidden potentials through meditation and dream exploration. Envision a crucible of conflict, a moment of life and death where the Psionic powers shocked into awakening, a surge of energy that turned the tide in a vital confrontation. Your Psionic might bear the weight of a secret, a hidden lineage of Psionic masters, a heritage of power coursing through their veins, waiting for the right moment to emerge. Power of the Mind Creating a Psionic


108 You can make a Psionic quickly by following these suggestions. It is important to note that the Psionic is an incredibly customisable class - taking different Cognitive Techniques, following down certain Psionic Paths, and picking a Mental Discipline you want to follow will create a psionic that is unique to you. Below is just one example of many different playstyles present in this class. If you wish to follow the Warp Walker Mental Discipline and the Guided Fist Psionic Path, put your highest score in Intelligence, and your second and third highest scored in Dexterity and Constitution respectively. Consider picking Cognitive Techniques that will enhance your capabilities in melee range, such as Kinetic Impact or Psionic Strike. • Hit Dice: 1d8 per Psionic level • Hit Points at 1st Level: 8 + your Consitution modifier • Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psionic level after 1st Proficiencies Armor: Light armor Weapons: Simple Weapons Saving Throws: Constitution, Intelligence Skills: Choose 3 from Acrobatics, Arcana, History, Investigation, Insight, Perception, Persuasion, Deception Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) any two simple weapons • (a) leather armor • (a) a dungeoneer’s pack or (b) an explorer’s pack Level Proficiency Bonus Features Psionic Surges Techniques Known 1 +2 Telepathy, Cognitive Techniques - 3 2 +2 Psionic Surges, Psychic Path 2 3 3 +2 Mental Discipline 2 4 4 +2 Ability Score Improvement 2 4 5 +3 - 3 5 6 +3 Expertise 3 5 7 +3 Mental Discipline Feature 3 5 8 +3 Ability Score Improvement 4 6 9 +4 Dual Path 4 6 10 +4 Adaptive Shift 4 6 11 +4 - 5 7 12 +4 Ability Score Improvement 5 7 13 +5 Mental Discipline Feature 5 7 14 +5 - 6 8 15 +5 Mind Over Matter 6 8 16 +5 Ability Score Improvement 6 8 17 +6 - 7 9 18 +6 Mental Discipline Feature 7 9 19 +6 Ability Score Improvement 7 9 20 +6 Thoughtform 8 10 PSIONIC Quickbuild Class Features Multiclassing Should you want to multiclass into Psionic, the prerequisites and proficiencies gained are listed below: Ability Score Minimum: Intelligence 13 Proficiency: Choose 1 from Acrobatics, Arcana, History, Investigation, Insight, Perception, Persuasion, Deception


109 At 1st level, you can tap into the vast reservoir of mental energy within their own mind to manifest unique abilities, known as Cognitive Techniques. These techniques are a tangible expression of your mental prowess, casting your thoughts and ideas into the world around you. You gain three Cognitive Techniques of your choice. Your technique options are detailed at the end of the class description. When you gain certain psionic levels, you gain additional techniques of your choice, as shown in the techniques known column of the psionic table. A level prerequisite in a technique refers to psionic level, not character level. Furthermore, when you gain a level in this class, you can choose one of the Cognitive Techniques you know and replace it with another technique that you could learn at that level. If a technique has prerequisites, you must meet them to learn it. All Cognitive Techniques have a Somatic (S) component. When you use your Psionic Surge to augment a Cognitive Technique, you can use the technique without the Somatic component. Some techniques call for your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows: Technique Save DC = 8 + your Intelligence modifier + your proficiency bonus Other techniques require you to make a technique attack roll to determine whether the technique hits its target. The roll is calculated as follows: Technique Attack Roll = your Intelligence modifier + your proficiency bonus Starting at 2nd level, you can begin to empower your Cognitive Techniques, enhancing their effects in various ways. Cognitive Techniques Psionic Surges Starting at 2nd level, you gain the ability to augment your Cognitive Techniques with surges of intense mental energy, known as Psionic Surges. When you use a Cognitive Technique, you can choose to spend one Psionic Surge to empower the technique, providing additional benefits. The exact effects vary depending on the technique, often increasing its effectiveness or introducing unique properties. You can only expend one Psionic Surge per turn. You begin with two Psionic Surges at 2nd level. You gain additional Psionic Surges as you reach specified levels in this class, as noted in the Psionic Surges column of the Psionic table. When using a Cognitive Technique, you must announce the use of a Psionic Surge prior to determining the outcome of the technique. You regain all expended Psionic Surges on a long rest. Beginning at 1st level, as a bonus action, you can open your mind to the thoughts and emotions of those around you. You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. Telepathy At 2nd level, your psionic abilities allow you to follow a particular path, refining your powers to suit your chosen playstyle. This path symbolizes the unique manner in which you manifest your psionic powers, providing you with distinct advantages and capabilities. • Thought Mage. Add your Intelligence Modifier to one cognitive technique that deals psychic or force damage per turn, that doesn’t already include a damage modifier. • Guided Fist. You gain proficiency in Unarmed Strikes, which now deal 1d6. When you attack with your Unarmed Strikes, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Furthermore, you gain Unarmored Defense equal to 12 + your Intelligence modifier. • Prodigy. You gain proficiency in a number of skills equal to your Intelligence modifier. • Guardian. You gain proficiency in Martial Weapons, Medium Armor, and Shields. Psychic path Mental discipline When you reach 3rd level, you select a Mental Discipline. You can choose from Graviturgist, Mindweaver, or Warp Walker, each of which grants you additional features. Your choice grants you features at 3rd level, and again at 7th, 13th, and 18th level. Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Expertise At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Dual path At 9th level, you can select a second Psychic Path and gain its benefits. Adaptive shift Starting at 10th level, you can replace your proficiency in Constitution or Intelligence saving throws whenever you finish a long rest. To do so, choose Strength, Dexterity, Wisdom, or Charisma. You gain proficiency in saves using that ability, instead of Constitution or Intelligence. This change lasts until you finish your next long rest.


110 Starting at 15th level, at the end of your turn, you can call upon your inner mental fortitude to shrug off a debilitating condition afflicting you. You can end one of the following conditions on yourself: charmed, frightened, paralyzed, poisoned, or stunned. Mind Over Matter At 20th level, you attain the pinnacle of psionic mastery, gaining the ability to partially transcend physical form and embody a being of pure cognitive energy. You permanently assume a thought form. You gain the following benefits: • As a bonus action, you can alter your physical appearance to adopt ethereal, ghostly, or other supernatural visages rooted in psionic energy. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You also gain immunity to psychic damage. • You gain a fly speed of 30 feet, and you can hover. • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object, and you are shunted to the closest available space. • Once per year, if you die, you can draw upon the collective memory of those who knew you to rebuild your body and spirit. If at least one sentient creature on the same plane of existence harbors vivid memories of you, you return to life 24 hours after your death, appearing within 5 feet of the creature who remembers you most vividly, with hit points equal to half your hit point maximum. Thoughtform


111 Graviturgist Gain the Minor Telekinesis Cognitive Technique. It does not count towards your maximum amount of Cognitive Techniques, and you can use it as a bonus action. Additionally, your ability to manipulate your surroundings with your mind is increased. Whenever you use a Cognitive Technique to forcefully move a creature or pick up an object, the range that you can target them and the distance that they’re moved is increased by 10 feet. Graviturgist Initiate 3rd-level Graviturgist feature At 3rd level, you gain a unique Cognitive Technique. Telekinetic Hurl. You use telekinesis to wield objects as projectiles, hurling them at great speeds at your enemies. As an action, you can choose an unattended object within 60 feet of you that weighs up to 5 pounds plus an additional 5 pounds per psionic level (up to a maximum of 100 pounds at 20th level) and hurl it at a creature or object you can see within range. Make a ranged technique attack against the target. On a hit, the target takes bludgeoning damage equal to 1d6 plus your Intelligence modifier. This damage increases as you gain levels in this class, increasing to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 17th level. Empowered. You add extra force to your telekinetic hurl, pushing the target 10 feet backwards on hit. Telekinetic Hurl 3rd-level Graviturgist feature Starting at 7th level, your mastery over gravity grants you the ability to shield yourself and your allies from harm. As a reaction, when you or a creature you can see within 60 feet of you is hit by an attack or targeted by a spell that requires an attack roll, you can impose a gravitational field around the target, altering the course of the attack or spell. When you use this feature, the attacker must reroll the attack roll and use the new roll. If the new roll misses, the gravitational field deflects the attack or spell, and the target takes no damage from that attack or spell. You can use this ability a number of times equal to half your Intelligence modifier (rounded down, a minimum of once), and you regain all expended uses when you finish a long rest. Gravitational Shield 7th-level Graviturgist feature The Graviturgist Mental Discipline invites psionics to become masters of gravity, guiding the unseen and potent forces to control and manipulate their surroundings. Initiates in this discipline learn to wield telekinetic powers, hurling objects with a mere thought and shielding allies with an invisible, yet unyielding, force. As a Graviturgist hones their skill, they unlock the secrets of gravitational fields, suspending enemies in a dichotomy of forces that can both crush and liberate. Mastery in this discipline bestows the phenomenal power to shape the very battlefield itself, dictating flows of energy and motion with a finesse that can turn even the tide of the fiercest battles. At the pinnacle of this path, one can summon the awe-inspiring event horizon, a gravitational anomaly that pulls foes into a point of no return, demonstrating a mastery over the unseen forces that is nearly godlike in its scope and power. The Graviturgist is not just a warrior, but a force of nature, a maestro conducting a symphony of energies on the battlefield, a true testament to the incredible potential of the mind unleashed. At 13th level, you learn to manipulate gravity to suspend and control the movements of creatures and objects with unprecedented finesse. As an action, you alter gravity in a 20-foot radius, 120-foot-high cylinder centered on a point within 60 feet. All creatures and objects within the cylinder experience altered gravity. For 1 minute, you create one of the following effects in the area: • Weightlessness. Creatures in the affected area gain a flying speed equal to their walking speed, moving in three dimensions as if swimming in zero gravity. Objects in the area that are not held down or fixed in place float in the air. • Heavy Gravity. The gravity in the area is amplified, hindering movement and actions. Creatures in the area have their speed halved, and they make attack rolls and Strength and Dexterity saving throws with disadvantage. Jumping distance is also halved. Ranged weapon attacks that travel through the cylinder are made with disadvantage. You can change the effect or end it early as a bonus action on your turn. Once you use this ability, you can’t use it again until you finish a long rest. Gravitational Dichotomy 13th-level Graviturgist feature At 18th level, you can create a gravitational point of no return. As an action, choose a point within 120 feet; a black hole forms at that point, lasting for 1 minute. Creatures within 60 feet of the point are drawn 20 feet closer to it at the start of their turn unless they succeed on a Strength saving throw against your technique save DC. Creatures that enter the space of the black hole are subjected to 12d10 force damage and are teleported to an unoccupied space of your choosing within 500 feet of the black hole that you can see. A creature can only be affected by this damage once per minute. You can use this feature once per long rest. Event Horizon 18th-level Graviturgist feature Mental Discipline The following option is available to psionics upon reaching 3rd level.


112 Warp walker Gain the Blink Step Cognitive Technique. It does not count towards your maximum amount of Cognitive Techniques. Once you’ve reached 18th level in this class, you can use the Blink Step Cognitive Technique an unlimited number of times per day. Furthermore, when you use a cognitive technique, or any feature from this subclass to teleport any distance, you can increase that distance by up to 10 feet. Warp Walker Initiate 3rd-level Warp Walker feature You’ve learned to tap into subspace to store and retrieve items with ease. You gain the ability to access a personal dimensional pocket, a small extra-dimensional space where you can store items. As a bonus action, you can store one item you are holding in your dimensional pocket or retrieve one item from it. The total weight of the items in the dimensional pocket cannot exceed your Psionic level × 10 pounds. You can see and interact with the items in your dimensional pocket as if they were in a regular container. If an item remains in the pocket for more than 24 hours, it is expelled to the nearest unoccupied space. Dimensional Pocket 3rd-level Warp Walker feature As an action, choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you can forcefully teleport the target to an unoccupied space within 60 feet of you. You can use this ability once per short or long rest. Blink Shift 7th-level Warp Walker feature Warp Walkers are psionics who have mastered the art of manipulating space and dimensions to their advantage. Early in their development, they learn to perform blink steps, teleporting short distances in the blink of an eye, and can access a personal dimensional pocket to store and retrieve items almost magically. As they hone their skills, they unlock more potent abilities: forcibly teleporting others, triggering a warp nova to teleport multiple allies, and, at the peak of their mastery, initiating a Quantum Leap to reset their own state while preserving the effects of their actions on others. With a Warp Walker in your midst, reality becomes a canvas, manipulated at will to control the battlefield and protect allies through seemingly impossible space-bending feats. As an action, you can release a burst of warped energy that teleports all willing creatures of your choice that you can see within 60 feet of you to unoccupied spaces you can see within 120 feet. Once you use this feature, you can’t use it again until you finish a long rest. Warp Nova 13th-level Warp Walker feature At the start of your turn, you may declare that you are initiating a Quantum Leap. This marks your current location and state, which includes your hit points, the conditions affecting you, and any expended resources such as class features, spell slots, or item charges. At the end of your turn, you immediately return to the marked location and state, restoring any hit points lost, removing any conditions gained, and refunding any resources expended during this turn. However, all actions and effects you inflicted on other creatures or the environment during the turn remain unaffected; only your state and location are reset. Once you use this ability, you cannot use it again until you finish a long rest. Quantum Leap 18th-level Warp Walker feature Mental Discipline The following option is available to psionics upon reaching 3rd level.


113 Gain the Mental Lure Cognitive Technique. It does not count towards your maximum amount of Cognitive Techniques, and you can use it as a bonus action. Additionally, when you use the Mental Lure Cognitive Technique, you can target a number of creatures equal to your Intelligence modifier (minimum of one) within range, attempting to influence them all with the same suggestion or thought. Mindweaver Initiate At 13th level, your mastery over mental manipulation allows you to twist the perceptions of creatures around you, distorting who they see as friends and foes. As an action, you can target a number of creatures equal to your Intelligence modifier (minimum of one) that you can see within a range of 60 feet. Each target must succeed on a Wisdom saving throw against your Cognitive Technique save DC or have their perceptions altered for 1 minute. On a failed save, you can make a target perceive all creatures of your choice within its sight as enemies, or see enemies as trusted allies. This does not control the creatures’ actions but influences their initial perceptions, potentially causing confusion and hesitancy in battle. The affected creatures can reattempt the Wisdom saving throw at the end of each of their turns, ending the effect on a successful save. A creature that succeeds on the saving throw is immune to this ability for the next 24 hours. Phantom Alliance 3rd-level Mindweaver feature 13th-level Weaver feature At 3rd level, you gain the ability to create an illusory double of yourself. As an action, you can summon this illusion in an unoccupied space that you can see within 30 feet of you. The illusion has hit points equal to your Psionic level + your Intelligence modifier and shares your AC and saving throw bonuses. It is immune to all conditions. You maintain a telepathic link with the illusion, allowing you to see and hear everything it experiences. The illusion is in synch with you, mirroring your actions and creating a deceptive display to confound your enemies, though it cannot interact physically with its surroundings or make attacks. Effects originating from the illusion are illusory and have no real impact. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. You can use an action to swap places with the illusion once per summoning of the illusion. At the start of each enemy creature’s turn within sight of the illusion, it must make an Intelligence (Investigation) check against your Cognitive Technique save DC. On a failure, the creature perceives the illusion as real and targets it instead of you for that turn. A creature that succeeds on this save becomes immune to this effect for the duration. The illusion lasts for 10 minutes, until it drops to 0 hit points, or until you dismiss it as a bonus action. Once you use this feature, you must complete a short or long rest before you can use it again. Illusionary Strategist 3rd-level Weaver feature At 7th level, you learn how to subtly weave illusionary traits into your physical appearance to affect the minds of others profoundly. As an action, you can choose a creature within 30 feet of you that you can see. The chosen creature must succeed on an Intelligence saving throw against your Cognitive Technique save DC or fall under the subtle influence of your morphed presence for the next 10 minutes. On a failed save: • You subtly shift your appearance and demeanor, incorporating elements that make you appear more desirable or intimidating to the target. This change is not drastic but might entail a warm and comforting aura, a slight change in your features to align with the creature’s desires, or an unseen but palpably menacing presence. • For the next 10 minutes, you have advantage on Charisma (Persuasion) or Charisma (Intimidation) checks against the affected creature, depending on the emotional trigger you chose to invoke. • During this time, you may use your Intelligence modifier, instead of your Charisma modifier, for these Charisma (Persuasion) or Charisma (Intimidation) checks. You can use this feature once per short or long rest. Mind’s Masquerade 7th-level Weaver feature In the intricate dance of mind and matter, Psionics of this subclass weave illusions with a mastery unattained by most. Commanding the very fabric of reality, they manipulate perceptions to an extent that distinguishes friend from foe and sows chaos in the minds of enemies. They bear the ability to project illusory duplicates, a versatile tool that can be both a doppelganger in battle and a messenger in secret undertakings. With time, their control over illusions branches into an almost hypnotic influence over individuals, enabling them to morph their presence subtly to become either a figure of admiration or a source of fear. This mesmerizing ability evolves to affect groups, manipulating alliances and enmities in the blink of an eye. The crescendo of their power erupts as a storm of illusionary doubles in the battlefield, a whirlwind of chaos where enemies lose the grasp of their own wills, becoming mere puppets in the Psionic’s grand performance. It is a path of illusion, control, and unmatched strategic mastery, weaving a tapestry of reality and illusion indistinguishable from each other, steering the events from the unseen and untouched vantage point, a maestro in a symphony of minds. Mindweaver Mental Discipline The following option is available to psionics upon reaching 3rd level.


114 At 18th level, you gain the ability to conjure a whirlwind of chaos using your mastery over illusions. As an action, you unleash a storm of illusory duplicates that rush out from you, covering a 60- foot radius and lasting for 1 minute. These duplicates swarm the area, selectively targeting creatures of your choice. If a creature of your choice starts its turn or ends its turn within 60 feet of you, one of the illusory doubles reaches them and merges with them, forcing them to make an Intelligence saving throw against your Cognitive Technique save DC. On a failed save, the creature is overcome by illusory whispers and commands, finding themselves under your control for their next turn. You establish a telepathic bond with the creature, which allows you to issue commands (no action required) to the creature, which it strives to obey to the best of it’s ability. Should you command the creature to harm itself, or if it takes any form of damage, or when it reaches the end of its turn under your control, it can make another Intelligence saving throw to break free from your influence. A creature that successfully saves against this effect becomes immune to it for the remainder of the ability’s duration. You can use this feature once, regaining the ability to do so after completing a long rest. Illusory Onslaught 18th-level Weaver feature


115 1st Level Cognitive Techniques Psionic Spike Technique Attack Roll Casting Time: 1 action Range: 120 feet Components: S Duration: Instantaneous You focus your psionic energy into a fine point and launch it at a creature you can see within range. Make a ranged technique attack against the target. On a hit, the target takes 1d8 psychic damage. At Higher Levels. The technique’s damage increases as you gain levels in this class. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Empowered. The target takes an additional 2d8 psychic damage. Forceful Blast Technique Attack Roll Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous You channel your psionic power to create a blast of force directed at a creature or object within range. Make a ranged technique attack against the target. On a hit, the target takes 1d6 force damage. If the target is a creature and is Large or smaller, it is pushed 5 feet away from you. Empowered. The target is pushed an additional 10 feet away (for a total of 15 feet). If the target collides with terrain, it takes an additional 1d6 force damage. If the target collides with another creature, both creatures take this additional damage. At Higher Levels. The technique’s damage increases as you gain levels in this class, dealing 2d6 damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Psionic Strike Technique Attack Roll Casting Time: 1 action Range: Self (5-foot radius) Components: S Duration: Instantaneous You charge your weapon or unarmed strike with psionic energy to deliver a powerful attack. As part of the action used to cast this technique, you must make a weapon attack or an unarmed strike against one creature within the weapon’s range, otherwise the technique fails. On a hit, the target suffers the attack’s normal effects and an extra 1d8 psychic damage. At Higher Levels. The technique’s damage increases as you gain levels in this class, dealing 2d8 damage at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Empowered. The attack deals an additional 2d8 psychic damage. Kinetic Impact Technique Attack Roll Casting Time: 1 action Range: Self (5-foot radius) Components: S Duration: Instantaneous You imbue your weapon or unarmed strike with kinetic energy to launch a forceful attack. As part of the action used to cast this technique, you must make a weapon attack or an unarmed strike against one creature within the weapon’s range, otherwise the technique fails. On a hit, the target suffers the attack’s normal effects and is pushed back 5 feet. If they collide with terrain, they suffer an additional 1d6 force damage. If they collide with another creature or an object, they both suffer this damage. At Higher Levels. The technique’s damage increases as you reach higher levels in this class: at 5th level, the attack deals an extra 1d6 force damage to the target, and the collision damage increases to 2d6; both damages increase by 1d6 at 11th level and 17th level. Empowered. The target is pushed an additional 5 feet (for a total of 10 feet).


116 Minor Telekinesis As an action, you can exert your will on an object within 30 feet of you that weighs up to 10 pounds, moving it up to 30 ft. in any direction but not beyond the range of this ability. The object must remain within sight at all times, and you can’t affect an object being worn or carried by another creature. Once the object has been moved, or you end your turn, your control over it ends. Empowered. The maximum weight of objects you can target with this ability is doubled. Additionally, the range increases to 60 feet and you can move targeted objects up to 60 feet in any direction. Glimpse As an action, you can concentrate to receive brief flashes of insight. Your next attack roll, ability check, or saving throw before the end of your next turn has advantage. You can use this ability twice per short or long rest. At Higher Levels. The amount of times you can use this ability increases as you gain levels in this class. You can use it three times at 5th level, four times at 11th level, and five times at 17th level. Empowered. You can use this ability as a bonus action, instead of an action. Mental Lure As an action, you can project a simple thought into the mind of one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw against your cognitive technique save DC or be influenced by a simple suggestion or thought you implant in it’s mind, altering it’s behavior slightly until the end of the target’s next turn. A creature has advantage on this saving throw if you and your allies are fighting it. On a success, the creature knows you attempted to influence their mind. You can use this ability twice per short or long rest. At Higher Levels. The amount of times you can use this ability increases as you gain levels in this class. You can use it three times at 5th level, four times at 11th level, and five times at 17th level. Empowered. The target has disadvantage on their saving throw. Insightful Charm As a reaction when you make a Charisma check with a skill in which you are proficient, you can apply your mental acuity to supplement your natural charm. Add your Intelligence modifier to the result of the Charisma check. You can use this ability twice per short or long rest. At Higher Levels. The amount of times you can use this ability increases as you gain levels in this class. You can use it three times at 5th level, four times at 11th level, and five times at 17th level. Empowered. If the result of the Charisma check is 7 or lower, you can choose to treat it as an 8 before adding any modifiers. Minor Emotional Aura As a bonus action, you can sense the dominant emotion of one creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw against your technique save DC. On a failure, you know the type of emotion (joy, sadness, fear, anger, etc.), but not the reason behind it. If you use this ability on a creature that doesn’t experience emotions (such as most constructs or undead), you sense only a void. Empowered. You can also implant a minor emotional suggestion in the target, causing them to feel a specific emotion of your choosing until the start of your next turn. Blink Step As a bonus action, you can teleport up to 10 feet to an unoccupied space you can see within range. You can use this ability twice per short or long rest. At Higher Levels. The amount of times you can use this ability increases as you gain levels in this class. You can use it three times at 5th level, four times at 11th level, and five times at 17th level. Empowered. The distance you can teleport increases to 20 feet. Lore Glimpse As a bonus action, you touch a written work and absorb its basic contents, gaining knowledge of what it is about but not deep understanding or specific details. This ability does not allow you to learn spells or magical secrets hidden within the text. You can use this ability twice per short or long rest. At Higher Levels. The amount of times you can use this ability increases as you gain levels in this class. You can use it three times at 5th level, four times at 11th level, and five times at 17th level. Empowered. You can use this ability at a distance of up to 15 ft., and you also gain advantage on the next Intelligence check within the next 10 minutes related to the information you absorbed. Feral Empathy You can cast beast bond on a beast at will, without expending a spell slot or material components. Empowered. The range within which the creature can gain advantage on attack rolls against targets that are within 5 feet of you extends from 5 feet to 15 feet. Force Of A Thousand Thoughts You can cast catapult once, without expending a spell slot or material components. You can’t do so again until you finish a short or a long rest. Empowered. The range is increased by 10 feet, and you can add your Intelligence modifier to the spell’s damage. The Mind’s Whispering Wiles You can cast charm person once, without expending a spell slot or material components. You can’t do so again until you finish a short or a long rest. Empowered. The spell casts at 2nd level.


117 Word Of Power You can cast command once, without expending a spell slot or material components. You can’t do so again until you finish a short or a long rest. Empowered. The spell casts at 2nd level. Psionic Lexicon You can cast comprehend languages on yourself at will, without expending a spell slot or material components. Empowered. You can cast it on one other creature within 5 feet of you. Harbringer Of The Mad Choir You can cast dissonant whispers once, without expending a spell slot or material components. You can’t do so again until you finish a short or a long rest. Empowered. The spell casts at 2nd level. Gravity’s Forgotten Grasp You can cast feather fall once, without expending a spell slot or material components. You can’t do so again until you finish a short or a long rest. Empowered. The range of the spell is increased to 120 feet. Boundless Stride You can cast jump once, without expending a spell slot or material components. You can’t do so again until you finish a short or a long rest. Empowered. Your movement speed is also increased by 10 ft. for the duration. Versatile Mind During a long rest, you can hone your psionic focus to temporarily alter your skills. You can choose one skill in which you are proficient and swap it with another skill in which you are not proficient. This swap lasts until you finish your next long rest. Empowered. If you have expertise in the skill you’re swapping away from, you can transfer your expertise to the newly chosen skill, granting you expertise in that skill until you finish your next long rest.


118 Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Enhanced Dash When you take the Dash action, you can replace up to half of your movement speed with teleportation, instantly moving to an unoccupied space that you can see. This teleportation can’t be broken up into smaller increments; it is a single, instantaneous relocation. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. You can teleport the entire distance of your dash. 5th Level Cognitive Techniques Psi-Wave As an action, you unleash a wave of psionic energy in a 20 ft. cone. Each creature in the area must make an Intelligence saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one. Once you use this ability, you can’t do so again until you finish a short or a long rest. At Higher Levels. The damage increases as you gain levels in this class. It deals 4d6 at 11th level, and 6d6 at 17th level. Empowered. When you roll a 1 or 2 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Telekinetic Suspension As an action, you can focus your psionic energy to manipulate the gravitational forces surrounding a creature that you can see within 30 feet of you. The target must succeed on a Strength saving throw against your technique save DC or become restrained as they are lifted 15 feet into the air, suspending them in a gravitational stasis. A creature restrained by this ability can use its action to make a Strength or Dexterity check (its choice) against your technique save DC. On a success, it frees itself and descends to the ground at a speed of 60 feet per round, landing without taking fall damage. This ability lasts for 1 minute or until you lose concentration (as if concentrating on a spell). Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. As a bonus action on your turn, you can exert additional control over the gravitational forces at play, moving the restrained creature up to 15 feet to an unoccupied space, provided that this movement does not elevate the creature vertically. This movement does not provoke opportunity attacks. Immediate Foresight Using your keen psionic abilities to glimpse moments into the future, you guide your actions with unprecedented precision. As an action, you can activate this ability to gain a bonus on certain rolls. For the next 1 minute or until you lose concentration (as if you were concentrating on a spell), you can add a 1d4 to your attack rolls, saving throws, and ability checks that you are proficient in. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. You have advantage on your concentration checks for this ability. Precognitive Assault As an action, you intensely scrutinize a creature you can see within 60 feet, analyzing its movements, habits, and other discernible details to anticipate its actions. The target must make an Intelligence saving throw against your Psionic Technique save DC. On a failure, you gain a deep understanding of the target’s behavior, granting you advantage on attack rolls against it for the next minute. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. While this effect is active, you can add your proficiency bonus to your AC when the targeted creature attacks you. Honed Instinct As a reaction when a creature attempts to hit you with an attack, your psionic energy surges, causing your body to move and react to defend itself. The triggering creature’s attack against you is made with disadvantage. Empowered. When you use your Honed Instinct, it remains active until the start of your next turn. During this time, the first attack made against you by each creature is made with disadvantage. Psionic Jaunt As a reaction when a creature within 30 ft. of you is making a Dexterity saving throw, you can add your Intelligence modifier to their total roll. Empowered. You can target two creatures. Telepathic Camouflage You can use your psychic energy to alter the perceptions of creatures around you. As an action, you and any creatures you choose within 30 feet of you blend into your surroundings. Each chosen creature, including you, has advantage on Dexterity (Stealth) checks until the start of your next turn. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. The duration is increased to 1 minute. Lethargy The first time you inflict psychic damage on a creature in a turn, they lose 10 ft. of movement until the end of their next turn. Eidetic Projection As an action, you can create a detailed three-dimensional image from your memory. The image can be up to a 10-foot cube, and it appears completely real, including sounds and smells, to all senses except touch. The image is stationary and lasts for up to 10 minutes. Physical interaction with the image reveals it to be an illusion, as objects can pass through it. A creature can use its action to examine the image, making an Intelligence (Investigation) check against your technique save DC. On a successful check, it becomes aware that it is an illusion. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. Creature’s have disadvantage on their Intelligence (Investigation) checks.


119 Mind Mask You can use your psionic powers to alter your appearance in the minds of others. You can cast Disguise Self once without expending a spell slot. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. The spell lasts until you finish a long rest. Spirit Sense You can cast see invisibility once without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. The spell lasts until you finish a long rest.


120 Kinetic Shockwave As an action, you unleash a line of force 30 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Strength saving throw against your technique save DC. On a failed save, a creature takes 4d6 force damage, is pushed 10 feet away from you, and knocked prone. On a successful save, the creature takes half as much damage and is not pushed or knocked prone. Once you use this ability, you can’t do so again until you finish a short or a long rest. At Higher Levels. The damage increases as you gain levels in this class. It deals 5d6 at 11th level, and 7d6 at 17th level. Empowered. The damage is increased by 2d6, the range is increased by 10 feet, and the width is increased by 5 feet. 8th Level Cognitive Techniques Psychic Drain As an action, you can force a creature within 60 feet that you can see to make an Intelligence saving throw against your technique save DC. On a failure, the creature takes 5d6 psychic damage, and you gain temporary hit points equal to half the amount of psychic damage dealt. Once you use this ability, you can’t do so again until you finish a short or a long rest. At Higher Levels. The damage increases as you gain levels in this class. It deals 6d6 at 11th level, and 8d6 at 17th level. Empowered. If the creature fails their saving throw, they have disadvantage on their next saving throw. Mind Shield Your mind has become an impenetrable fortress. You have immunity to any effect that would allow a creature to read your mind or discern your thoughts, including the reading of your emotions or alignment. Furthermore, if a creature attempts to probe your mind using a spell or ability, you can use your reaction to unleash a torrent of psychic backlash, dealing psychic damage to it equal to your Intelligence modifier (minimum of 1). This ability doesn’t prevent willing communication through telepathy or similar abilities. Empowered. You deal additional damage equal to your proficiency bonus for this ability. Temporal Deceleration You can cast slow once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a long rest. Empowered. Affected creatures also have disadvantage on Intelligence saving throws. Emotional Surge As an action, you can ignite a surge of inspiring and empowering emotions in yourself and in your allies. Choose a number of creatures up to your Intelligence modifier (minimum of one) that you can see within 30 feet of you. For 1 minute or until your concentration ends (as if you were concentrating on a spell), the chosen creatures gain temporary hit points equal to your Intelligence modifier at the beginning of their turns. These temporary hit points replace any temporary hit points the creature already has. Additionally, they have advantage on saving throws against being frightened. Once you use this feature, you can’t do so again until you finish a short or long rest. Empowered. You gain advantage on concentration checks to maintain this ability. Cerebral Invisibility You can manipulate minds to become unnoticed. As an action, you can turn invisible until the end of your next turn, or until you attack, cast a spell, or use another cognitive technique. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. The duration is increased to 1 minute. Counter Thought You can cast counterspell once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a long rest. Empowered. You can cast it at a 4th level. Thought Bridge You can cast sending once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. If the target replies, you’re able to respond once more. Astral Soar You can cast fly once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. You can cast it at a 4th level. Uncanny Awareness You can’t be surprised while you are conscious.


121 Defy Gravity You gain the ability to hover a few inches above the ground at a speed equal to your walking speed, allowing you to ignore difficult terrain, move over liquid surfaces as if they were solid, and fall at a rate of 60 feet per round. If you attempt to hover over empty spaces such as chasms or pits, you will float down to the bottom. All In Your Head As a reaction when you take damage, you can shield yourself with a fragment of your cognitive might. You gain temporary hit points equal to the damage you just took. These temporary hit points last for a number of rounds equal to your Intelligence modifier (minimum of 1 round) before depleting. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. At the end of the duration, if you have any remaining temporary hit points from this ability, you regain a number of hit points equal to the remaining temporary hit points. Soul Tracker You can cast locate creature once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. The range you can detect the creature out to is increased to 2,000 feet. Deep Recesses At the end of a short rest, you regain half of your psionic surges (rounded down). Once you use this ability, you can’t do so again until you finish a long rest. Subconscious Warning You can add your Intelligence modifier to your initiative rolls. Dreamweaver’s Expanse You can cast hallucinatory terrain once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. Creatures have disadvantage on their checks to discern that it is an illusion. Portal Step You can cast dimension door once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. You can bring along one additional creature (for a total of two). 11th Level Cognitive Techniques


122 Forced Balance At the start of your turn, you can use your connection to the fundamental energies of the universe to heighten your powers. You can activate this ability at the beginning of your turn. Until the end of your turn, the minimum damage you can deal with any psychic or force damage roll is equal to the average roll of the damage die, rounded down. For example, when rolling damage for a d6, the minimum damage you can deal is 3. Once you use this feature, you can’t use it again until you finish a long rest. Empowered. When a dice rolls below the average, you can reroll it once. 14th Level Cognitive Techniques Memory Weave You can cast modify memory once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a long rest. Empowered. You can convey the altered memories telepathically, bypassing any language barrier. Omniscient Gaze You can cast scrying once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a long rest. Empowered. The duration is increased to twenty minutes. Willbreaker You can cast dominate person once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a long rest. Empowered. You cast the spell at a 6th level. Psionic Catastrophe As an action, you can unleash the full might of your latent psionic energy, affecting all creatures within a 20-foot radius centred on you. Each creature in that area must make an Intelligence saving throw against your technique save DC. On a failed save, a creature takes 10d6 psychic damage and loses the ability to take reactions until the start of its next turn. On a successful save, a creature takes half as much damage and doesn’t lose its ability to take reactions. Once you use this ability, you can’t do so again until you finish a short or a long rest. Empowered. When you use this ability, you can choose a number of creatures equal to your Intelligence modifier (minimum of 1) that you can see within the radius to be unaffected by it. Perfect Sight You gain truesight out to a range of 30 feet. Psychokinesis You can cast telekinesis once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a long rest. Empowered. The duration is increased to twenty minutes. Perception Shift You can cast seeming once, without expending a spell slot or material components. Once you use this ability, you can’t do so again until you finish a long rest. Empowered. Creatures have disadvantage on their checks to discern that it is an illusion.


123 within a 15-foot radius. For each additional Infernal Dice spent, the range increases by 15 feet. Affected creatures must make a Wisdom saving throw against your Infernal Ability DC or be frightened and have their movement speed reduced to 0 until the effect ends. Flying creatures do not fall due to having 0 movement speed. Creatures can repeat the saving throw at the end of their turn, ending the effect on a success. • Cataclysmic Leap. As a bonus action, you can expend Infernal Dice to target a creature you can see within a range equal to your movement speed and propel yourself toward them, provided you have greater than 0 ft. of movement. Your path must be straight and unobstructed, and you land in a square adjacent to the target. Until the end of your turn, your next successful melee weapon attack against that creature deals an additional 1d10 fire damage per expended Infernal Dice. Your Infernal Ability DC is equal to 8 + your proficiency bonus + your Constitution modifier. Hellfire I stride into the battle with a fierce battle cry, my blood pumping and the infernal energy coursing through my veins. My muscles bulge, my skin turns a deep red and my eyes glow with an otherworldly fire. The ground beneath me trembles and the air around me grows hot and thick with the scent of brimstone. The fire in my eyes seems to mimic the ones in my fists as they unleash the infernal flames upon my opponents. The sight of them writhing in pain, trying to extinguish the flames, only fuels my rage further. I feel a grin spreading across my face as I take in the destruction that I have wrought. This is who I am. As the last of my enemies fall, I let out a triumphant roar, my chest heaving as I revel in my victory. My companions look at me with awe, my enemies tremble in fear. I am the Infernal, and I am unstoppable. Your rage shapes you into a creature your enemies will never forget. You gain resistance to fire damage while raging. If you already have resistance, you can instead reduce fire damage taken by 1d6 (resistances apply). Furthermore when you enter your rage, you unleash the infernal power within you. Until the rage ends, you manifest claws, which you can use as a weapon if that hand is empty. They deal 1d6 slashing damage on a hit. They count as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. PRIMAL PATH The following option is available to barbarians upon reaching 3rd level. Malefic Rage At 3rd level, your connection to your dwindling life force manifests as explosive powers. You gain a pool of d6 Infernal Dice equal to your Barbarian level and learn one Infernal Ability of your choice. You learn additional Infernal Abilities at 6th and 10th level. When an ability requires you to “expend an Infernal Dice,” roll the dice and reduce your current hit points by the result as fire damage, which cannot be reduced in any way. You can only expend one Infernal Dice per ability use. The number of Infernal Dice you can expend per ability increases at 5th level (two dice), 11th level (three dice), and 17th level (four dice). You regain all expended Infernal Dice when you finish a short or long rest. Your Infernal Abilities are as following: • Eruption. As an action, you can expend Infernal Dice to unleash a burst of flame, forcing creatures within a 15-foot radius centered on you to make a Dexterity saving throw against your Infernal Ability DC. On a failure, they take 1d10 fire damage per Infernal Dice expended. • Dreadful Roar. As an action, you can expend Infernal Dice to unleash a terrifying roar that affects creatures of your choice Infernal Abilities 3rd-level Hellfire feature 3rd-level Hellfire feature Menacing Presence At 6th level, as a bonus action, you can attempt to frighten someone with nothing but the ferocious look in your eyes. Make a contested Charisma (Intimidation) check against a targets Wisdom (Insight) check. If the creature cannot see you, you automatically fail the check. If you succeed on the contested check, the target is frightened for 1 minute. They can roll a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your Proficiency bonus at the end of each of their turns, ending the effect on a success. You can use this ability once per short or long rest. Furthermore, you can add your Strength modifier to Charisma (Intimidation) checks. 6th-level Hellfire feature Starting at 14th level, your infernal powers reach their peak. While you are raging, you can use your action to transform into your demonic form. In this form, you gain the following benefits: • Your size becomes Large, and your reach increases by 5 ft. • You sprout demonic wings and gain a fly speed of 60 ft. • Your melee weapon attacks, including your unarmed and natural weapons, deal an additional 2d6 fire damage on a hit. This transformation lasts for 1 minute or until your rage ends. You can use this ability once per long rest. Infernal Visage 14th-level Hellfire feature Healed In Hellfire Starting at 10th level, your infernal constitution grants you the ability to quickly heal your wounds. While you are raging, and below half of your maximum hit points (rounded down), you regain hit points equal to your Constitution modifier whenever you successfully land a melee weapon attack, or an unarmed strike. This effect can only occur once per turn. 10th-level Hellfire feature VIII: New Subclasses


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125 Rhythm Bards of the College of Rhythm are masters of tempo and harmony, using their extraordinary musical talents to inspire their allies and confound their foes. These bards wield the power of rhythm, infusing their performances with the pulsing energy of life itself. They can weave intricate melodies that lift the spirits of their allies or create discordant cacophonies that shatter their enemies’ concentration. The College of Rhythm teaches its students to draw upon the fundamental forces of the universe, harnessing the rhythmic energies that permeate all things to create powerful magical effects. With their unwavering dedication to the art of music, these bards stand as shining examples of the power and potential of the bardic tradition. As an action, while holding your spellcasting focus, you start rhythmically playing a particular beat, granting one of the following benefits to you and allies of your choice that can hear you and start their turn within 30 ft. of you. • Rhythm of the Heart. Your music fills the hearts of you and your allies, granting temporary hit points equal to your proficiency bonus at the start of their turns. • Rhythm of the Wild. Your music stirs the primal energy within you and your allies, granting an additional 10 ft. of movement and the ability to ignore non-magical difficult terrain. • Rhythm of the Arcane. Your music allows you and your allies to truly focus, allowing all effected creatues to add your Charisma modifier to their concentration checks when trying to maintain concentration on their spells or similar abilities. You can remain playing on beat for 1 minute, and you can switch to a different beat as a bonus action on subsequent turns. You can cast spells, use abilities, and otherwise act normally whilst playing on beat. However, the beat ends early if you are incapacitated, silenced, or knocked unconscious. Once you have used this ability, you must finish a long rest before you can use it again. Otherwise, you can expend one usage of your Bardic Inspiration to regain usage of the beat. BARD COLLEGE The following option is available to bards upon reaching 2nd level. The Beat At 3rd level, your rhythmic abilities enable you and your allies to strike with increasing force. When you are playing on beat, and you or an ally within 30 ft. of you successfully hit a creature with an attack, you or your ally can use their reaction to grant advantage to the next attack roll made against the same target until the end of their next turn. Vicious Tempo 3rd-level Rhythm feature 3rd-level Rhythm feature Rhythmic Disruption As a bonus action, you can target a creature within 60 ft. and attempt to disrupt its concentration with a burst of discordant noise. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target is deafened for 1 minute, and loses concentration on any spells they were concentrating on. Furthermore, they have disadvantage on concentration checks for the next minute, as their ears and mind are filled with a jarring ringing noise. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) per day, regaining all uses at the end of a long rest. 6th-level Rhythm feature Rhythmic Mastery Your mastery of the Beat that encompasses all allows you to harness its power in new ways. While playing on Beat, you and your allies within 30 ft. of you gain an additional benefits from the Rhythm of the Heart, Rhythm of the Wild, and Rhythm of the Arcane features. • Heart’s Echo. The temporary hit points granted by Rhythm of the Heart now includes your Charisma modifier. • Wild’s Frenzy. The additional movement and ability to ignore difficult terrain granted by Rhythm of the Wild is doubled to 20 ft., and affected creatures can move through magical difficult terrain without penalty. • Arcane Resonance. In addition to adding your Charisma modifier to their concentration checks, affected creatures also have advantage on saving throws to maintain concentration on their spells or similar abilities. Furthermore, all creatures within range have advantage on saving throws against magical effects. 14th-level Rhythm feature


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127 Pestilence Domain The downtrodden wretches of society fall into two minds: to lift themselves up to those of their betters, or to despise their betters and wish to bring them down. Clerics of the Pestilence domain fall into the latter: vagrants and wretches cast aside by the eyes of the world, they now only see it as a miserable place that strikes them while they’re down. The whispers of a dark god of famine, disease and pestilence seduce them, and in giving their souls to such a being they are in turn given its power. With this power, even the smoothest skin can turn gangrenous, and the healthiest bodies poisoned and starve so all others can be brought to their own misery. CLERIC DOMAIN The following option is available to clerics upon reaching 1st level. The Pestilence Domain focuses on unleashing poxes and blights upon your enemies to weaken their bodies and spirits. In Tharador, Idinhelieth is the dark divine that rules this twisted domain, and he will cast plagues and barren harvests upon lands that have earned his scorn. At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. Cleric Level Pestilence Domain Spells 1st: Ray of Sickness, Cause Fear 3rd: Ray of Enfeeblement, Protection from Poison 5th: Bestow Curse, Stinking Cloud 7th: Blight, Shadow of Moil 9th: Contagion, Insect Plague Pestilence Domain Spells Sickly As a reaction when you take poison or necrotic damage, you can grant yourself resistance to it. Furthermore, if there is a creature within 5 ft., they must succeed on a Constitution saving throw against your spell save DC. If they fail, they take damage equal to the damage you resisted. You can use this reaction a number of times per day equal to your wisdom modifier. Plaguebearer At 1st level, you become a conduit for diseases and poisons. Whenever you deal necrotic or poison damage to a creature, you can force them to make a Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. A creature can reroll their saving throw at the end of each of their turns, ending the effect on a success. A creature cannot be effected by this ability again until the end of their next turn. This ability can be used a number of times per day equal to your Wisdom modifier, regaining all uses on a short or long rest. 1st-level Pestilence feature 1st-level Pestilence feature 1st-level Pestilence feature Sickening Aura At 17th level, you can use your action to emit a horrific and pungent aura of pestilence and poison around you, choking your enemies and poisoning their lungs and skin. For 1 minute, any hostile creature that enters a 30 ft. radius of you for the first time or starts its turn there takes 2d12 poison damage. Your poisons become deadly, and any enemy that falls under the poisoned condition by you takes damage equal to your Wisdom modifier at the start of each of their turns until the condition ends. If an enemy is killed by this, any creatures within 5 ft. of it will also take the same poison damage as a miasma of pestilence leaves their body. You can use this ability once per long rest, or regain usage of it by expending one use of your channel divinity. Contagious At 6th level, your poison effects become contagious. When you inflict the poisoned condition on a creature, you can use your reaction to spread the affliction to other creatures within 5 ft. of the target. Each affected creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned for the same duration as the original target. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Channel Divinity: Ill Omen Starting at 2nd level, you can use your Channel Divinity to curse your enemies with ill fortune. As an action, you can call upon your deity’s power. Choose a number of creatures within 30 ft. of you that you can see. Each creature must make a Wisdom saving throw against your spell save DC. On a failed save, a creature is afflicted by a random effect listed below for 1 minute. Roll a 1d4 to determine which effect for each creature: 1. Subtract 1d4 from their saving throws. 2. Subtract 1d4 from their attack rolls. 3. Their movement speed reduced by half (rounded down) 4. They cannot take reactions or bonus actions. At the end of each of its turns, an affected creature can make another Wisdom saving throw. On a success, the curse ends for that creature. 2nd-level Pestilence feature 6th-level Pestilence feature 8th-level Pestilence feature 17th-level Pestilence feature In addition, you learn the poison spray cantrip, which doesn’t count against the number of cleric cantrips you know. When you are casting it, the range is increased to 30 ft., and you can target two creatures with it if they are adjacent to each other and within range.


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129 Circle of Plants Druids of the Circle of Plants attune themselves with the primal force that flows through all flora, connecting with the very essence of growth and vitality. These druids cultivate a bond with the verdant life that surrounds them, transforming the energy within into formidable allies and powerful guardians. As masters of botanical magic, they harness the untamed strength of nature to protect their allies and overwhelm their enemies. Clad in garments woven from vines, leaves, and flowers, these druids blend seamlessly with the world of plants. Their presence causes nearby foliage to flourish, and their touch can bring forth lush blooms and thriving greenery even in the harshest environments. The Circle of Plants druids serve as living conduits for the life-giving energy of the natural world, their very being a testament to the resilience and beauty of nature’s creations. DRUID CIRCLE The following option is available to druids upon reaching 2nd level. At 2nd level, you gain the ability to communicate with plants. As a bonus action, you can establish a connection with a plant within 30 ft. of you, allowing you to communicate with it and perceive its senses. You can question plants about events in their area, such as the passage of creatures, weather, or other circumstances. Plants are limited by their intelligence and might not be able to provide detailed information. You can also persuade plants to perform small favors for you, such as growing fruit or flowers, but this ability does not give you control over the plants or the ability to make them move. Verdant Empathy Wild Growth As an action, you can choose a point on the ground within 60 ft. that you can see. A 15 ft. radius area of difficult terrain centered on that point sprouts with dense plants, vines, and roots. The area lasts for 1 minute. Allied creatures inside the wild growth are not effected by the difficult terrain created by this feature, and cannot be targeted or affected by your spells that deal damage, unless you choose to include them in the effect. You can move your Wild Growth up to 30 ft. as a bonus action on your turn. You can only have one Wild Growth active at a time. If you try to create a another Wild Growth while one is already active, the previous Wild Growth immediately disappears. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. 2nd-level Plant feature 2nd-level Plants feature While you stand within your Wild Growth, your bond with nature enhances your martial and magical prowess: Nature’s Strike. When you hit with a weapon attack, the target takes an additional 1d6 poison damage. This damage increases to 2d6 when you reach 14th level in this class. Spellforce Channeling. Once per turn when you cast a spell that deals damage, you can reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls. Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 14th level, you can use it twice before a long rest. Overgrowth Surge 6th-level Plant feature As an action, you draw upon the nurturing energies of the earth, causing roots and vines to envelop your legs and anchor you to nature’s restorative embrace. You and allied creatures within 30 feet of you gain temporary hit points equal to your Druid level + your proficiency bonus. If an affected creature is within the area of your Wild Growth feature, they gain additional temporary hit points equal to your proficiency bonus. At the end of each affected creature’s next turn, any remaining temporary hit points granted by this feature are transformed into actual hit points, up to the creature’s hit point maximum. Once you use this feature, you must finish a long rest before you can use it again. Alternatively, you can choose to expend a use of your Wild Shape to regain the use of this feature immediately. Photosynthesize 10th-level Plant feature At 14th level, your connection with the natural world allows you to call upon powerful plant guardians for assistance. As an action, you can summon two Verdant Guardians to appear in unoccupied spaces within 60 ft. of you. The guardians appear as treants, local flora, or have general plant appearances. They are friendly to you and your allies, and will obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The guardians act immediately after you in initiative, and last for 10 minutes, until they are reduced to 0 hit points, or until you dismiss them as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. Verdant Alliance 14th-level Plant feature


130 CHA 14 (+2) VERDANT GUARDIAN Medium Plant, Unaligned Armor Class: 10 + Proficiency Bonus (PB) Hit Points: 5 + (five times your Druid level) Speed: 30 ft. DEX 14 (+2) CON 16 (+3) INT 3 (-1) WIS 10 (+0) Condition Immunities. Blinded, charmed, frightened, grappled, prone, restrained Senses. Passive Perception 10 + PB Languages. Understands languages you speak Challenge. Your PB CHA 8 (-2) Thorns: When a creature hits the Verdant Guardian with a melee attack, the attacker takes piercing damage equal to the Verdant Guardian’s Constitution modifier. Plant Camouflage: The Verdant Guardian has advantage on Dexterity (Stealth) checks made to hide in natural terrain. ACTIONS Lash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 9 (2d8) + your Proficiency Bonus as slashing damage. STR 18 (+4)


131 Weapon Master You stand there with your mace in hand, noticing that no matter how often you batter this opponent, they don’t let up on their barrage of attacks. It’s time to change the tempo. You deftly step forth, sheathing your mace and unsheathing a dagger you had present on the outside of your thigh. You quickly slice where their armor is weakest, causing them to writhe in pain and lower their defenses even further. Before they have the chance to react, you quickly resheathe your dagger before launching a barrage of attacks with your mace. They can’t defend themselves now. MARTIAL ARCHETYPE The following option is available to fighters upon reaching 3rd level. At 3rd level, weapons when wielded by you are extra deadly and effective at slaughtering your enemies. Weapons gain the following benefits based on their damage type: Bludgeoning. The force of your attacks weaken the targets stamina. Once per turn when you hit a creature with a weapon attack that deals bludgeoning damage, their speed is reduced by 10 ft. on their next turn, as you force them to expend their energy on defending against your attacks. Piercing. Your keen eye and deft strikes make for a destructive duo. When you successfully hit a creature with a weapon attack that deals piercing damage, you find an opening in their defence. Their AC is reduced by 1 until the end of your next turn (to a maximum of 2). Slashing. Your wide slashes damage more than just your intended target. Adjacent creatures of your choice within reach of your original target suffer damage equal to the modifier used for your weapon attack. Unmatched Mastery Eye for Craftsmanship At 3rd Level, you can add double your proficiency bonus on any Intelligence (Investigation or History) checks to identify a piece of armour or a weapon. Using this check, you can determine the origins of one of these objects, if they’re rare, etc. You cannot determine if a weapon is magical from this effect, however, you might determine if that armour or weapon is traditionally enchanted with magic. 3rd-level Weapon Master feature 3rd-level Weapon Master feature Once per turn when you use your action to make an attack with a weapon you are holding, you can stow that weapon and unsheathe or pickup another weapon (or shield) as a single object interaction. Any attacks remaining with your Attack action can then be made with the newly unsheathed weapon. If this newly unsheathed weapon attack hits, you add your proficiency bonus to the damage of the attack, as you expertly swap to a weapon that will best take advantage of your combat situation. Furthermore, donning and doffing armour takes half the time. Weapon Swap 7th-level Weapon Master feature You can choose an additional option from the Fighting Style feature. Additional Fighting Style 10th-level Weapon Master feature After you make an attack with a weapon that you have unsheathed using the Weapon Swap feature, you can use your bonus action to stow and unsheathe another weapon, immediately making a weapon attack with the new weapon it as it is unstowed. You add your proficiency modifier to the damage of this attack. Expert Momentum Swap 15th-level Weapon Master feature At 18th level, when you are standing adjacent to a creature who is willing, you can take control of their weapon during your frenzy of attacks. When using the Weapon Swap or Expert Momentum Swap class features, you can take and use the weapons of your allies to make your attack, before masterfully passing it back to them as part of the same action. If the weapon requires attunement to use it or it’s effects, your mastery of weapons negates that requirement for the triggering attack. You can only use an ally’s weapon this way once per turn. Onslaught 18th-level Weapon Master feature


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133 Way of the Intuitive Adept Deep in the heart of a dense forest, Intuitive Adept monk Jiro faced off against a group of bandits, their intentions clear as they surrounded a group of frightened villagers. Jiro’s heightened senses allowed him to anticipate each opponent’s movements, his Intuitive Resonance guiding his swift reactions. As a bandit charged at him, Jiro unleashed his Echoing Strike, sending a sonic shockwave through the air that deafened the attacker and those nearby. Quickly, he focused his senses and used Intuitive Resonance to assist a villager attempting to escape, granting them the advantage they needed to slip past the remaining bandits. The Intuitive Adept is a master of their senses, using their unparalleled perception to anticipate threats and react with precision in the heat of battle. Channeling their ki to heighten awareness and manipulate their surroundings, these monks can detect the subtlest of movements, turn the tide of any confrontation, and ensure that no danger escapes their watchful eye. As their skills evolve, their ability to navigate the world with clarity and focus becomes nothing short of extraordinary. MONASTIC TRADITION The following option is available to monks upon reaching 3rd level. Your martial arts technique perfectly intertwines your fighting style with your senses. When you choose this tradition at 3rd level, you gain proficiency in the Insight and Perception skills if you aren’t already proficient. Bonus Proficiencies Awakened Senses Starting at 3rd level, your intensive training and focused discipline heighten your perception of the world, allowing you to rely less on your vision. You can add your Wisdom modifier to your initiative rolls. Furthermore, you gain tremorsense with a range equal to your walking speed. This range signifies the area where your enhanced senses can precisely detect your surroundings, attuning you to shifts in movement and terrain. As you advance in this class, your senses continue to improve. At 11th level, your tremorsense is replaced with blindsight. 3rd-level Adept feature 3rd-level Adept feature Beginning at 7th level, your heightened senses enhance the power of your strikes. When you are making an unarmed strike attack roll against a creature, you can decide to spend 1 ki and make it an Echoing Strike. When you hit a creature with an Echoing Strike, the target and creatures of your choice within a 10 ft. radius of it must make a Constitution saving throw against your Ki save DC. On a failed save, all creatures take thunder damage equal to your Martial Arts dice plus your Wisdom modifier, and become deafened until the start of your next turn. On a successful save, creatures only take half damage and do not become deafened. Echoing Strike 7th-level Adept feature Starting at 7th level, your heightened senses allow you to discern subtle cues in your surroundings and anticipate the intentions of those around you. As a bonus action, you can spend 1 ki point to focus your senses, heightening your perception and insight. For 1 minute, you gain advantage on Wisdom (Perception) checks, and Wisdom (Insight) checks against creatures within range equal to your movement speed. When you reach 17th level in this class, it’s duration is extended to 10 minutes. Sensory Initiate 7th-level Adept feature At 11th level, your heightened senses grant you a deeper understanding of the intentions and emotions of those in your vicinity, allowing you to respond accordingly. When a creature within a range equal to your walking speed makes an attack roll, ability check, or saving throw, you can use your reaction and spend 1 ki point to focus and manipulate them with your ki, granting them advantage, or imposing disadvantage on the roll, depending on whether you wish to assist or hinder the creature. You must decide to use this feature before the roll is made. Intuitive Resonance 11th-level Adept feature At 17th level, your senses reach their peak, allowing you to perceive the world with unrivaled clarity. You gain truesight up to a range equal to your walking speed. In addition, you become immune to the blinded, deafened, and surprised conditions, ensuring that very little can escape your heightened awareness. Perfected Awareness 17th-level Adept feature


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135 Aura of Absorption 7th-Level Sentinel feature Starting at 7th level, you’re able to provide even greater protection to your allies. While you’re not incapacitated, you and creatures of your choice within 10 ft. of you that have temporary hit points are granted resistance to all damage until those temporary hit points are expended. At 18th level, this aura is increased to 30 ft. Shimmering 15th-Level Sentinel feature At 15th level, creatures that you hit with a weapon attack or allies that you give temporary hit points to are considered shimmering until the end of your next turn. The next time a shimmering enemy is hit, they take additional radiant damage equal to your Charisma modifier, immediately ending the shimmering effect. The next time a shimmering ally is healed, they receive additional hit points equal to your Charisma modifier, immediately ending the shimmering effect. A creature can only be affected by shimmering once per turn. Channel Divinity: Radiant Ward 3rd-level Sentinel feature As an action, you can manifest a 15 ft. radius dome of shimmering radiant energy around you, which persists for 1 minute. The Radiant Ward is almost completely transparent, and creatures can freely walk through it. When an ally enters the Radiant Ward for the first time on their turn, or begins their turn in it, they are granted temporary hit points equal to your Charisma modifier + your proficiency bonus. When you use this feature, all allied creatures inside of the Radiant Ward are granted the temporary hit points immediately. No attack or spell effect can penetrate the Radiant Ward. If a creature inside the Radiant Ward is targeted by an attack roll or spell effect from the outside, or a creature within the Radiant Ward targets a creature outside of it, the Radiant Ward is targeted instead. Any hostile entity attempting to enter the Radiant Ward must succeed on a Charisma saving throw against your spell save DC or become blinded while within it. This effect ends at the end of their turn if they’re outside of the Radiant Ward. The Radiant Ward has an AC of 10, automatically fails saving throws, remains stationary, and possesses hit points equal to four times your paladin level + your Charisma modifier. If the Radiant Ward takes damage that would reduce it to 0 hit points, any leftover damage from the is split amongst all creatures that are currently within the Radiant Ward. The Radiant Ward vanishes immediately upon reaching 0 hit points. Oath of the Sentinel Paladins who have taken the Oath of the Sentinel are those who impregnable in the face of adversity, inspiring and fortifying their allies to survive in even the most adverse of environments. Paladins who act as Sentinels are masters of the shield - in ways that others with even lifetimes of training couldn’t attain. Able to use the greatest defensive tool in history as an efficient offensive tool is part and parcel for a Sentinel Paladin. Some say the best offense is an indestructible defence - in the Sentinel’s case, it’s a two way street. PALADIN OATH The following option is available to paladins upon reaching 3rd level. Paladins who follow the Oath of the Sentinel believe wholeheartedly in the following tenets: • Stand when others cannot. When hope is faltering, and the will of those you care for is running thin, stand tall. • Protection. Your resolution is unwavering, and often take many steps out of your comfort zone to ensure that those who seek help and protection, will receive it. • Passionate. You fight ferociously and passionately. It is not only your goal to ensure those you care for are safe, but you’re enthused to see those who wish harm on them, to be defeated. Oath Spells You gain oath spells at the paladin levels listed. • Oath of the Sentinel Spells 3rd: Compelled Duel, Heroism 5th: Aid, Warding Bond 9th: Protection from Energy, Thunder Step 13th: Aura of Purity, Freedom of Movement 17th: Antilife Shell, Dispel Evil and Good Tenets of the Sentinel 3rd-level Sentinel feature 3rd-Level Sentinel feature Shield Combatant 3rd-Level Sentinel feature Your skill with a shield extends beyond just defence. When wielding a shield, it gains the thrown property with a range of 20/40 feet and for you, it is considered a simple weapon that deals 1d6 bludgeoning damage. After you make a ranged attack with your shield, it magically returns to your hand immediately after the attack. If you have the Extra Attack feature, when you throw your shield, it can ricochet to strike a second target within 15 feet of the first. Make a separate attack roll for this secondary target. This ricochet counts as one of the attacks from your Extra Attack feature. The shield’s path back to you must be unobstructed for it to return.


136 Sentinel Shield 20th-Level Sentinel feature At 20th level, as a bonus action, a shield of pure radiant energy appears on your arm (or encompasses the shield you are using already). For the next minute, you gain the following benefits: • At the beginning of your turn, you gain temporary hit points equal to your level. • You can use your Divine Smite feature on the first target hit when throwing your shield as a weapon attack. • You deal additional radiant damage with attacks made from your shield equal to your charisma modifier. • You’re immune to affects that cause you to be moved against your will. This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.


137 Inquisitor Conclave Within the secretive ranks of the Inquisitor Conclave, rangers hone a relentless pursuit of spell-weaving foes, mastering a terrifying precision in dismantling the very fabrics of magic that bind the world together. These determined individuals exert a form of control over the arcane, seeing through the remnants of spells cast and tracing back to the sorcerers responsible. Their attacks are a force to be reckoned with, bearing disruptive energies that can shatter the concentration of even the most focused magic wielders and siphon the magical essences to deal devastating blows. An Inquisitor is not merely resistant to magical allurements, manipulations, and intrusions, but a veritable fortress of mental fortitude, leaving would-be assailants frustrated and fruitless in their efforts. With time, they become almost synonymous with the void, a presence in which spells find no purchase, a whisper in the cosmic weave capable of negating magical onslaughts with an almost preternatural foresight. Those who walk this path are a spellcaster’s most feared adversary, bringing fear into the hearts of their enemies as they sever the strands of arcane energy with a focused strike and stand unyielded against a barrage of magical attacks. RANGER CONCLAVE The following option is available to rangers upon reaching 3rd level. You learn an additional spell when you reach certain levels in this class, as shown in the Inquisitor Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Ranger Level Inquisitor Conclave Spells 3rd: Command 5th: Hold Person 9th: Counterspell 13th: Banishment 17th: Dominate Person Inquisitor Spells 3rd-level Inquisitor feature Arcane Tracking As an action, you can activate your Arcane Tracking to survey a 30 ft. radius around you for traces of magical activity that occurred in the last 24 hours. This effect lasts for 10 minutes, during which you gain the following information: • The schools of magic associated with the spells cast in the area. • The approximate time when the most recent spell was cast. • The general direction the casters moved in after casting the spells. For the duration of this effect, you have advantage on Wisdom (Survival) checks made to track any casters you detected, and you can add your Wisdom modifier to any Charisma (Intimidation) checks made when interacting with individuals you have detected. You can use this feature once, regaining usage at the end of a short or long rest. 3rd-level Inquisitor feature At 3rd level, you learn to imbue your attacks with disruptive magical energies. When you hit a creature with a weapon attack, you can choose to expend a 1st level spell slot to deal an additional 1d6 force damage. If the creature has the spellcasting feature, you can force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, they are unable to cast spells that require a somatic component until the end of their next turn. This duration and the damage dealt increases by one turn and 1d6 for each expended spell slot level above 1st level. Spellbinding Strike 3rd-level Inquisitor feature At 7th level, your mental faculties have been sharpened to resist intrusions and manipulations through rigorous training. You gain advantage on saving throws against being charmed or frightened by spells or magical effects. Additionally, whenever a creature attempts to read your mind or ascertain your thoughts through magical means, they receive only a static, blank noise, protecting your inner thoughts from prying eyes. Magical Conditioning 7th-level Inquisitor feature


138 At 11th level, you master the skill of severing the threads of magic to deal devastating blows. When you hit a creature with a weapon attack while a concentration spell is active on either you or the target, you can choose to sever the connection to the spell to inflict additional damage. To use this feature, choose one of the concentration spells active on you or your target. If you choose a spell on the target, it must succeed on a Constitution saving throw against your spell save DC or the spell ends, causing additional force damage. If you choose one of your own spells, it ends automatically, dealing additional force damage. The additional force damage dealt is equal to 1d8 per level of the severed spell, up to a maximum of 5d8. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Spell Sever 11th-level Inquisitor feature Starting at 15th level, your expertise in evading magical effects reaches its peak, allowing you to occasionally negate the effects of spells targeted at you. Whenever you are targeted by a spell or find yourself within the area of effect of a spell, you can roll a d100. If the roll is a number equal to or less than your ranger level + your Wisdom modifier, the spell fails to affect you, though it affects others normally. The spell’s slot is consumed as normal. Once you use this feature, you can’t use it again until the start of your next turn. Dark Spellbreaker 15th-level Inquisitor feature


139 Shadow Bond 13th-level Shadow feature As an action, you can attempt to mystically bind your shadow to a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your Rogue spell save DC (8 + your proficiency bonus + your Intelligence modifier). On a failed save, your shadow binds to the creature’s shadow for 10 minutes. During this time, you can sense the target’s location if it is within 1,000 feet of you, and you are aware of the direction of its movement. Additionally, while the bond is active, you can use your Shadow Step feature to teleport to an unoccupied space within 30 feet of the bound creature, provided you can see the creature and the destination space is in dim light or darkness. Once you use this feature, you cannot use it again until you finish a long rest. Shadow Step 9th-level Shadow feature At 9th level, you gain the ability to step from one shadow to another. When you are in an area of dim light or darkness, you can use your bonus action to silently teleport up to 30 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn. You can use Shadow Step a number of times equal to your Proficiency Bonus, regaining all uses at the end of a short or long rest The distance of Shadow Step is increased to 60 ft. upon reaching 17th level in this class. Shadow As a Shadow Rogue, you are a master of obscurity and illusion. Your affinity with the umbral realm allows you to manipulate light and darkness to your advantage. With a wave of your hand, you craft illusions that defy detection, and your eyes pierce through the deepest night. You’re no mere skulker in the shadows; you command them, using them as pathways to teleport across battlefields or even bind yourself to your foes. But your ultimate mastery comes when you become one with the shadows—immune to common harm, shifting through barriers, and deadly in your unseen strikes. You’re not just in the shadows; you are the shadows. ROGUISH ARCHETYPE The following option is available to rogues upon reaching 3rd level. At 3rd level, you gain the minor illusion cantrip, and you can cast it as a bonus action. Intelligence is your spellcasting ability for this spell (spell save DC = 8 + your Intelligence Modifier + your Proficiency Bonus). Additionally, when you cast minor illusion with this feature, you can create an image that fully encompasses and dims non-magical light sources, effectively reducing their brightness to dim light. Umbral Sight You can see normally in darkness, magical and non-magical, out to a range equal to 60 ft. or to the distance of your darkvision. Unseen Manipulator 3rd-level Shadow feature 3rd-level Shadow feature Veil of Shadows 3rd-level Shadow feature When you use the Hide action in an area of dim light or darkness, you become invisible. This invisibility lasts until you move more than 10 feet, make an attack, force a creature to make a saving throw, or use your reaction. Cloak of Shadows 17th-level Shadow feature You can become one with the shadows, transforming yourself into a form of pure darkness. As an action, you can activate this feature to gain the following benefits for 1 minute: • You emit a shroud of non-magical darkness around you in a 10 ft. radius while you are not hidden. • You can move through other creatures and objects as though they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage, and you are shunted to the nearest unoccupied space. • When you hit a creature with a sneak attack, you can change any number of the sneak attack damage dice into necrotic damage. • At the end of your turn, if you are in dim light or darkness, you become invisible until the end of your next turn, or until you move more than 10 feet, make an attack, force a creature to make a saving throw, or use your reaction. Once you use this feature, you can’t use it again until you finish a long rest.


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141 You learn additional spells when you reach certain levels in this class, as shown on the Asepct Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration, illusion, or enchantment spell from the sorcerer, warlock, or wizard spell list. Sorcerer Level Aspect Spells 1st: Charm Person, Disguise Self 3rd: Enthrall, Suggestion 5th: Major Image, Tongues 7th: Charm Monster, Dominate Person 9th: Mislead, Seeming Aspect At 1st level, you gain the ability to manifest a supernatural extension of your being known as your “Aspect”. As an action, you can summon your Aspect in an empty space of your choice within 5 ft. of you. Your Aspect is friendly to you and your companions and obeys your commands mentally, or verbally. See this creature’s game statistics in the Aspect stat block, which uses your proficiency bonus (PB) in several places. You determine the Aspect’s appearance. It may take on an exaggerated form of yourself, take shape depending on the emotion you’re feeling, or even reflect your background, ideals, flaws, and bonds. Whatever appearance it takes plays no part in your Aspect’s strengths or weaknesses. In combat, your Aspect shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your Aspect can take any action of its choice, not just dodge. When you cast a spell with the casting time of one action or bonus action, you can choose to deliver the spell through your Aspect instead. Your Aspect must use its reaction to then deliver the spell on its turn. You must maintain concentration on any spell delivered through your Aspect that requires concentration. Once you unlock Metamagic, you cannot augment spells and deliver them through your Aspect until you reach 6th level in this class. Your Aspect lasts for 10 minutes, until it is reduced to 0 hit points, you use this feature to summon the Aspect again, or until you die. You can summon your Aspect once per long rest, or you can resummon it by expending sorcery points equal to the amount of times you have summoned it since your last long rest. SORCEROUS ORIGIN The following option is available to sorcerers upon reaching 1st level. Awakened Aspect 1st-level Aspect feature Aspect Origin Spells 1st-level Aspect feature Projected Visage Your inner self can manifest in your outward appearance, granting you enhanced social abilities. As an action, you can assume your projected visage for 1 hour. You determine the specifics of your appearance, including height, weight, facial features, the sound of your voice, hair length, and coloration. Your size category remains unchanged. While in this form, when you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can treat a d20 roll of 9 or lower as a 10. Once you revert from your projected visage, you can’t assume it again until you finish a short or long rest, or you expend 3 sorcery points to do so. 6th-level Aspect feature Embrace the arcane tapestry woven into the very fabric of your soul, and give form to the ineffable. As a Sorcerer of the Aspect subclass, you are not alone in your magical journey. Summon your Aspect—a celestial manifestation of your innermost self—to stand beside you in the theater of war and the halls of diplomacy. This ethereal companion mirrors your emotions, ideals, and even your flaws, becoming an extension of your will. Command it to deliver your spells as you weave complex incantations, or let it take over the arcane energies of others when their focus wavers. As you grow in power, so does your Aspect, evolving into a perfect reflection of your arcane mastery. When you step into a room, it’s not just you entering; it’s an ensemble of your very essence. Spirit Bound Amplification At 6th level, your ability to twist and weave the strands of magic now extends to your Aspect. You can now deliver your Metamagic amplified spells through your Aspect. Whenever you use a Metamagic option, your Aspect gains additional benefits based on the Metamagic used: • Careful Spell. When you use Careful Spell on your turn, your Aspect automatically succeeds on the spell’s saving throw and is not counted against the number of creatures you can affect with the spell. • Distant Spell. After using Distant Spell on your turn, your Aspect’s movement speed and its maximum range are doubled until the end of your next turn. • Empowered Spell. After using Empowered Spell on your turn, the next Soul Strike your Aspect makes before the end of its next turn deals additional 2d6 force damage. • Extended Spell. After using Extended Spell on your turn, your Aspect may choose to activate or not activate its Soul Anchor trait at the start of its next turn. • Heightened Spell. After using Heightened Spell on your turn, the next Soul Strike your Aspect makes before the end of its next turn is made with advantage. The target of the Soul Strike has disadvantage on its next saving throw within the next minute. • Quickened Spell. When you use Quickened Spell on your turn, you can command your Aspect to immediately move up to its movement speed and have the Quickened Spell delivered through them. 6th-level Aspect feature


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