Daemonium Fiendish Warlocks Through their constant scheming and twisted machinations demonkind will often seek to sway and corrupt lesser beings into serving their cause. Toward that end, the most powerful of demons will often lure magically gifted mortals into their service with the lure of forbidden knowledge and power beyond measure. These beings are often known as warlocks. Warlocks who in turn prove their mettle and fealty to their masters may choose the path of the daemonium- that is, to become the living vessel through which their demon master may inhabit the realm of mortals. Inhabiting the body of a mortal, even for a time, is excruciating for both the mortal and demon. The mortal’s mind may become ensnared within the twisted soul of the demon, and likewise the demon’s essence may become trapped within the limited and weak flesh of the mortal. Thus the two beings can only remain conjoined for a short period of time, often to provide orders and counsel to allies and other evil beings enlisted into the demon’s service. When not possessed by their patron, a daemonium is incredibly manipulative and charismatic. They will often delight in toying with other less insightful beings, and those they cannot manipulate they will instead choose to ensnare into their master’s service through magical means. Often a daemonium is used by a demon master to start amassing a cult of followers to spread their nefarious influence throughout a region. Each time they are possessed by their patron, a little more of their sanity ebbs away. Within a few short years of service as a daemonium, a warlock becomes little more than a shell of a being, gibbering away incomprehensibly between catatonic states. Eventually the warlock’s body becomes so decayed and twisted that it is no longer useful, and it is cast aside by the demon in favor of another loyal servant. Demon Companion. Like many other warlocks in service to demons and fiends, smaller, lesser demons or fiends may be found within their company that have been summoned forth from the abyssal depths to serve at the demoniac’s pleasure. These creatures maintain a psychic link to the daemonium and are able to telepathically communicate with them over long distances. Gifts of Demonkind. In exchange for their service and fealty, a demon master may bestow a daemonium unique physical attributes to reflect their importance to their master. Powerful bat-like wings sprout from the demonaic’s shoulders, ending in sharpened clawed pinions capable of piercing even the toughest of steel. Horns often sprout from the forehead of the daemonium, resembling those of demonkind. Perhaps most unsettling is their garb, which magically flows about them and bears the semblance and scent of blood-soaked silk. Mental Conjoinment. In rare times where the daemonium may need assistance, they are able to summon forth a manifestation of their patron. For a time, this allows the demon to augment the demonaic’s already formidable array of magic, empowering their spells beyond that which most mortals are capable of. Daemonium Medium humanoid (any race), chaotic evil Armor Class 16 Hit Points 162 (36d8) Speed 30 ft., fly 45 ft. Saving Throws Int +7, Wis +8, Cha +9 Skills Deception +9, Insight +8, Religion +8 Damage Resistances fire Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Common, Infernal Challenge 12 (8,400 XP) Proficiency Bonus +4 Dive Attack. If the daemonium is flying and dives at least 30 feet straight toward a target and then hits it with its pinions, the attack deals an additional 11 (2d10) piercing damage. Fiendish Blessing. The daemonium gains its Charisma modifier (+5) as a bonus to its AC and is resistant to fire damage. Spellcasting. The daemonium is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Each spell is cast as a 5th-level spell, and the daemonium regains its expended spell slots when it finishes a short or long rest. The daemonium knows the following spells: Cantrips (at will): eldritch blast (3 beams), minor illusion, prestidigitation, vicious mockery (3d4) 1st-5th level (3 5th-level slots): bestow curse, blight, charm person, contact other plane, darkness, dominate person, enthrall, fear, geas, hellish rebuke, hold monster, suggestion, unseen servant, vampiric touch Actions Multiattack. The daemonium makes two attacks with its pinions. Pinions. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 +1) piercing damage plus 6 (1d10) fire damage. Fiend’s Pact (Recharge 5-6). Crimson tendrils erupt from the daemonium in a 30-foot radius centered on it, and move with it. The tendrils remain as long as the daemonium maintains concentration, as if it were concentrating on a spell. While the tentacles exist, each creature of the daemonium’s choosing that started its turn the area must succeed on a DC 17 Strength saving throw or take 13 (3d8) necrotic damage and be restrained. A restrained creature can use its action to attempt to free itself (escape DC 17). STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 11 (+0) 17 (+3) 18 (+4) 20 (+5) 50
51 Fiendish Warlocks
Dicatnunc The Enthroned Those born to royalty are often petty, self-involved individuals with little to no regard for those around them. They talk down to everyone and treat commoners and servants like slaves at best. Often they get away with this as they are the children of those almost as self-important as they are. Somewhere in the universe there exists a most puissant practitioner of magic, who has devised a just punishment for those it deems most deserving of punishment for their mistreatment of others and general awfulness. The Enthroned, or dicatnunc as they are called, awaken one morning to find a strange throne in their room or nearby, ornate and with a crown built into it. Most are so vain that they sit without even considering the implications, assuming the throne to be some sort of gift. However, the object holds a most powerful curse. The second the intended target sits in the throne, they find themselves fixed to the seat, unable to move or to speak. The crown sitting above moves down to fix itself permanently on their heads and they cease being able to control their bodies. They are able to move, using their minds to guide the chair, although the chair seems to be at least semi-sentient, for it will not move them off cliffs or otherwise allow harm to come to the throne’s occupant. Engraved within the throne are a series of small figures, extensions of the chair itself and the only way the enthroned is able to communicate. The statues are also sentient. One of them repeats the words that the Enthroned intends to say, the other repeats the thoughts that the enthroned is thinking. Often, the dicatnunc start out as quite rude individuals. However, over the years this begins to change as their every thought is spoken by the sentient figures within the throne for all to hear. Eventually the being learns to control how they think... or are driven mad and enslaved by their own arrogance. Many people have come forward claiming to be former enthroned. Quite often they become monks or clerics. They are usually quite humble people and kind to all. When asked about their experiences, they tend to be quite tight-lipped about it. One thing is apparent from the looks in their eyes - being enthroned is a harrowing experience and one to avoid at all cost. Chair Magic. The throne gives a dicatnunc some powers with which to defend themselves, although it will not allow them to harm themselves or the innocent. They can cast an array of wizard spells, and they also have the ability to teleport short distances to stay out of harm’s way. Unable to Commit Evil. The dicatnunc are unable to commit any acts of evil, either to themselves or others. Even if requested by someone else, they cannot do so. Many have tried in the past to utilize the power of the chairs to further evil schemes. Those enthroned who have tried to do evil in this way, have simply sat there and silently screamed. The chair, it appears, has the ability to inflict pain on its occupant, although it will not kill them. Dicatnunc Medium humanoid (any race), any non-evil Armor Class 13 (16 with mage armor) Hit Points 153 (18d8 + 72) Speed 0 ft., fly 40 ft. (hover) Saving Throws Int +9, Cha +8 Skills Arcana +9, History +9, Investigation +9, Persuasion +8 Senses darkvision 120 ft., passive Perception 11 Languages all Challenge 15 (13,000 XP) Proficiency Bonus +5 An Evil Act Repaid. If the dicatnun commits an act that would be considered vile, they take 18 (4d8) psychic damage. Bound in Service. The dicatnun is unable to leave the chair to which it is bound. Innate Spellcasting. The dicatnun’s innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: blindness/deafness, blink, chain lightning, charm person, confusion, eyebite, fireball, hideous laughter, hold person, hold monster, invisibility, sunbeam, wall of fire, wall of force 1/day each: meteor swarm, mind blank, reverse gravity Actions Multiattack. The dicatnun makes two chair magic attacks. Chair Magic. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d8) force damage and 18 (4d8) psychic damage. Legendary Actions The dicatnun can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dicatnun regains spent legendary actions at the start of its turn. Move. The dicatnun moves up to its speed. Attack. The dicatnun uses its chair magic attack. The Statues Howl (2 actions). The statues on the throne let out an ear piercing howl. Each creature of the dicatnun’s choosing within 30 feet of it must succeed on a DC 17 Constitution saving throw or take 10 (4d4) psychic damage and be frightened for 1d4 rounds. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 18 (+4) 18 (+4) 12 (+1) 16 (+3) 52
53 The Enthroned
Dracosacerdos Druids of the Dragon Dragons are part of the natural cycle like any other creature, and while they tend to have a bad reputation for pillaging and hoarding treasure, there are actually more good (or at least uninterested in humanity) dragons than there are evil ones. Those that are interested in humanity often share their gifts or, at least, their knowledge with those they deem worthy. Some dragons wield a magic more in tune with nature. These dragons share that knowledge and, in doing so, birthed the druidic order known as dracosacerdos. These druids practice magic in line with that of most druidic orders. However, they have learned to embrace the dragon in their magic, which has led to some interesting abilities that other druids do not possess. Wild Shape of the Dragon. Most druids can utilize a wild shape to aid them in battle and the druids of the dracosacerdos are no exception. However, instead of their normal wild shape they can turn into a small dragon, which is granted the bonuses of the dragon whose color they shift into. Dracosacerdos Medium humanoid (shapeshifter), any neutral Armor Class 12 (padded) Hit Points 105 (14d8 + 42) Speed 30 ft. Saving Throws Con +5, Wis +5 Skills Intimidation +6, Nature +3, Survival +5 Senses passive Perception 12 Languages Draconic Challenge 5 (1,800 XP) Proficiency Bonus +3 Innate Spellcasting. The dracosacerdos’ innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: find familiar (owl), guidance, purify food and drink, resistance 3/day each: faerie fire, hold person, protection from poison 1/day: call lightning Legendary Resistance (1/Day). If the dracosacerdos fails a saving throw, it can choose to succeed instead. Actions Dragon’s Uproar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage or 5 (1d8 + 2) bludgeoning damage if used with two hands. Change Shape (1/Day). The dracosacerdos magically polymorphs into a dragon wyrmling with a challenge rating of 4 or less, and can remain in this form for up to 9 hours. The dracosacerdos can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The dracosacerdos reverts to its true form if it dies or falls unconscious. The dracosacerdos can revert to its true form using a bonus action on its turn. While in a new form, the dracosacerdos retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 11 (+0) 15 (+2) 16 (+3) Dragon’s Uproar Staff, very rare (requires attunement by a druid) An ornate quarterstaff with a perched dragon carving affixed to its top. The staff is coated in melted gold from a dragon’s hoard. This staff has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, the staff serves as a druidic focus for your druid spells. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 thunder damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or become deafened for 1 hour. 54
55 Druids of the Dragon
Elementur Elementalists The ability to manipulate and wield magical energies is thought to be granted in one of two ways. First, through bloodline, where magical gifts are passed from one generation to the next. Such gifts may also spontaneously arise, though perhaps in such cases some ancestor possessed magical abilities that then skipped multiple generations. The second way creatures are granted magical powers is through divine intervention of a greater being. In either case, learning to control and focus such energies requires rigorous training and experience, or dangerous bursts of power may erupt and cause untold devastation by an unskilled practitioner. Regardless of the source of their powers, magic users are diverse individuals who pursue different fields of study - the closing of wounds, beguiling of senses, weaving complex illusions, or casting protective barriers to ward other beings. One such speciality is learning to manipulate and concentrate magical energies that manifest as powerful elemental effects. Perhaps the most direct and dangerous form of magic, wielding such powers requires an extreme focus to control the direction, intensity, and effect of such castings. Those who successfully learn to control these energies are known as the elementur, more commonly known as elementalists. The training of an elementalist is rigorous. Many elementur acolytes fail to sufficiently control their energies and cause significant harm to themselves or those around them, hence why such training is best done away from populated areas and where such energies can be suppressed by more experienced magic users. As magical energies may have a link to the emotional state of the wielder, the elementur tend to strongly suppress their emotions in favor of a more reasoned and logic based approach lest a burst of anger cause a spontaneous burst of flame or sparks of lightning to emit from them. As a result the elementur’s mind is warded against mind-altering. Elementalists are highly regarded for their sheer destructive abilities, and are sought after to join military brigades where they offer crucial fire support against opposing forces. Other elementur may choose to join adventuring bands and seek fame and fortune. Many beings will shun a lone elementalist, for perhaps a lack of control over their powers is the reason for their solitude. Engines of Destruction. The spells utilized by the elementur are not necessarily unique to them, however through their studies and training they have learned to more effectively wield and control these spells. Rather than simply causing a burst of magical energy in the form of an elemental force, the elementalist can hone the effect of their castings, focusing these energies into more specific shapes. This increases their destructive potential while shielding allies from the most devastating effects of their castings. Even creatures resistant to flames, extreme cold, or bursts of lightning find their defenses bypassed by the castings of an elementur. Elemental Protection. In order to better protect both themselves and those around them from the elements, elementur often shield themselves and others from such energies. Wrapping their allies in a warm cocoon can protect allies from frigid arctic nights or a blazing inferno of a dragon’s breath. Despite this protection, very powerful effects can still penetrate the elementur’s wards. Elementur Medium humanoid (any race), any alignment Armor Class 11 (14 with mage armor) Hit Points 82 (15d8 +15) Speed 30 ft. Saving Throws Int +6, Wis +4 Skills Arcana +6, Investigation +6 Senses passive Perception 12 Languages any three languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Elemental Ward (1/Day). The elementur may select up to six willing creatures it can see within 30 feet of it. All targets are protected for 1 hour with one of the following wards: • Cold Ward. Affected creatures are immune to cold damage and gain resistance to fire damage. • Earth Ward. Affected creatures gain resistance to nonmagical bludgeoning, piercing and slashing damage, but are vulnerable to magical damage. • Fire Ward. Affected creatures are immune to fire damage and gain resistance to cold damage. • Wind Ward. Affected creatures gain resistance to lightning and thunder damage. Piercing Spells. Any target resistant to a damage type dealt by an elementur’s spells takes full damage if it fails its saving throw against the spell’s effect, as if the target was not resistant. Warded Mind. The elementur has advantage on saving throws against being charmed or frightened. Spellcasting. The elementur is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The elementur has the following wizard spells prepared: Cantrips (at will): acid splash (2d6), fire bolt (2d10), ray of frost (2d8), resistance, shocking grasp (2d8) 1st level (4 slots): burning hands, create or destroy water, mage armor, thunderwave 2nd level (3 slots): gust of wind, magic weapon, scorching ray 3rd level (3 slots): fireball, lightning bolt, sleet storm 4th level (3 slots): ice storm, wall of fire 5th level (2 slots): cone of cold, wall of stone Actions Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) piercing damage. STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 12 (+1) 18 (+4) 15 (+2) 13 (+1) 56
57 Elementalists
Equesanctus Holy Knights Blessed are those who aid the weak, protect the helpless, and selflessly shield those in need from harm. In a chaotic and dangerous existence, few have the courage to stand firmly for their righteous beliefs, and fewer still are those who have the power and fortitude to also take up arms to aid those in need. The equesanctus, also known as the holy knights, belong to an order devoted to protecting the less fortunate. These knights are oathbound to protect and provide succor to the common folk: from the diseased outcasts to the desperate beings whose life is a daily struggle the equitisanctus are their patient guardians, their benevolent protectors, and their sword of vengeance should those they have sworn to protect be mistreated. The equesanctus by the very nature of their oath are destitute themselves, their only earthly possession of value being the well worn but finely wrought armor that they themselves crafted. Their armor is elaborately engraved by the holy knight themselves, a representation of the folk they have had the honor witnessing. Rather than tell the tale of their own numerous glorious deeds performed in the service of others, these engravings instead recount the witnessed noble actions of those who the history books will inevitably neglect - the stories of a starving boy giving their last crust of bread to a fellow urchin, of a humble priest tirelessly treating plague victims even as their own strength drains away, or the countless other selfless acts that go untold. When donned, the armor of the equesanctus not only protects the holy knight, but also represents their unerring devotion to others. Often members of the equitisanctus themselves were orphans and runaways, taken in by benevolent priests and clerics who taught them the righteous ways of justice for all. Turning away from a life of vengeance and retribution while knowing precisely what treading along that path means the equitisanctus possesses a level of empathy for others seldom found in an often harsh and unforgiving world. They speak their truth firmly, clearly, and in such a tone that stirs the like-minded to action, granting them courage and fortitude to take on the path of righteousness. However, they may be infuriating to those of less than altruistic motives, which suits the equesanctus perfectly - they would greatly prefer to drive away such beings rather than even tolerate a hint of any ulterior motive. Seekers of Justice. Clad in their earth-soiled cloaks and grasping their well-worn blades in hand, the equesanctus are well travelled, their unending pursuit of a path of virtue for all driving them forward. They will be found travelling wherever injustices are found, and they never shy away from challenging those who would oppress the helpless. Such travels are fraught with peril, and the holy knights bear more than their share of scars as they seek to heal others of the same. They are steadfast, loyal, and possess a commanding inner peace. Oath of Justice. The conviction of the equesanctus is so tangible that all those within their presence feel their strength. The fearful feel emboldened, the weak feel the strength returning to their limbs, and the diseased are cured of their afflictions. Evil beings in the presence of such a pure and noble soul are often driven away, as the aegis of the holy knights wards those who are worthy of their protection. Equesanctus Medium humanoid (any race), lawful good Armor Class 18 (plate) Hit Points 187 (25d8 + 75) Speed 30 ft. Saving Throws Str +8, Wis +7, Cha +8 Skills Athletics +8, Medicine +7, Persuasion +8, Religion +5 Damage Immunities poison, radiant Condition Immunities frightened, poisoned Senses passive Perception 13 Languages any two languages Challenge 11 (7,200 XP) Proficiency Bonus +4 Aegis of Justice. Any creature of the equesanctus’s choice that is of good alignment within 30 feet of the equesanctus is under its aegis. Selected creatures are immune to being frightened, receive a bonus equal to the equesanctus’s Charisma modifier on any saving throws (+4), and receive a +1 bonus to their AC. Creatures in this radius are immune to poison damage and becoming poisoned. In addition, evil aligned creatures of the equitisanctus’ choice within this radius have disadvantage on Wisdom and Constitution saving throws. Constitution of the Just. The equesanctus is immune to disease. Divine Smite. The equesanctus’ weapon attacks are imbued with holy energy, dealing an additional 9 (2d8) radiant damage (included in the attack). Undead or fiends take an additional 4 (1d8) radiant damage. Healing Hands (1/Day). The equesanctus touches a willing creature, restoring 75 hit points and removing any poisons or diseases from that creature. Spellcasting. The equesanctus is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The equesanctus has the following paladin spells prepared: 1st level (4 slots): bless, protection from evil and good, shield of faith 2nd level (3 slots): find steed, lesser restoration, zone of truth 3rd level (3 slots): beacon of hope, remove curse, revivify 4th level (3 slots): death ward, guardian of faith Actions Multiattack. The equesanctus makes four longsword attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) radiant damage. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 12 (+1) 17 (+3) 19 (+4) 58
59 Holy Knights
Equescoronam Knights of the Heavy Crown The Knights of the Heavy Crown, or equescoronam, are a penitent military organization made up of oath breakers and criminals that have been made to turn over a new leaf. For many of these knights, death would be a much more deserving sentence; the powers that be have, however, decided that they should repent their sins. When a criminal is brought before certain justices that work for the powers of good and is found wanting, then a determination will be made to place an enchanted crown upon their brow, thus beginning their life-long repentance. The crown is enchanted and confers powers of both healing and smiting upon the wearer. It also holds a powerful curse, that nothing short of a wish spell can remove. The curse is twofold. Firstly, the wearer can commit no evil deed, regardless of the desired outcome. Secondly, the equescoronam must render aid to those that need it, whether they wish it or not. Should the equescoronam not obey this imposed troth, their body is wracked with waves of pain. Those who have endured such pain describe it as being struck by lightning, but emanating in the mind. Additionally, they become fatigued —but even rest won’t cure this tiredness. Eventually, if they keep refusing to render aid, they will die from sheer exhaustion. Thus cursed and equipped the equescoronam travels the land rendering aid whether they want to or not; doing good deeds and fighting brigands and evil men until they inevitably fall in battle. The Knights of the Heavy Crown story is not a story with a happy ending, as most equescoronam fall within the first two years, either from refusing to help, or simply going into battle again and again until they are slain. Crown Magic. The equescoronam have similar powers to paladins, even though they are only granted spells by the crown upon their brow. They do not use spell slots to cast these spells however, and simply have a number of uses per day for their spells after which they must rest to regain those uses. Any offensive spell they attempt to use against an innocent will backfire causing damage to the equescoronam instead of the intended target. Equescoronam Medium humanoid (any race), lawful good Armor Class 18 (plate) Hit Points 55 (10d8 +10) Speed 30 ft. Saving Throws Str +4 Skills Intimidation +3 Senses passive Perception 11 Languages any one language Challenge 3 (700 XP) Proficiency Bonus +2 Knight of the Heavy Crown. While the equescoronam wears the heavy crown, it gains the following effects: • No Bad Deed Unpunished. The equescoronam takes 3 (1d6) psychic damage and gains 1 level of exhaustion each time it commits an evil act or sees another creature that requires aid but does nothing. • Pain Induced Fortitude. If damage reduces the equescoronam to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the equescoronam drops to 1 hit point instead. • Innate Spellcasting. The equescoronam can innately cast each of the following spells once per day: bless, branding smite, cure wounds, and heroism (see Innate Spellcasting below.) Innate Spellcasting. The equescoronam’s innate spellcasting ability is Charisma (spell save DC 11). The equescoronam can innately cast the following spells while it is wearing the heavy crown, requiring no material components: 1/day each: bless, branding smite, cure wounds, heroism Actions Multiattack. The equescoronam makes two greatsword attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. STR DEX CON INT WIS CHA 15 (+2) 7 (-2) 11 (+1) 10 (+0) 12 (+1) 12 (+1) Heavy Crown Wondrous item, very rare (requires attunement) This crown is crafted from solid gold and magically emanates a sense of empathy. While you wear this crown, you are able to cast each of the following spells once per day: bless, branding smite, cure wounds, and heroism. Cursed. This crown is cursed, a fact that is revealed only when an identify spell is cast on the crown or you attune to it. While cursed, you are compelled to do good. If you commit an evil act or see someone in need and fail to render assistance, you take 3 (1d6) psychic damage and gain one level of exhaustion. This curse can only be broken by the wish spell or similar magic. 60
61 Knights of the Heavy Crown
Equitesaccipitre Knights of the Eagle The Knights of the Eagle are not your typical chivalric order. They are not seen sporting full plate armor or riding great warhorses, nor will they be found praying at temples. Many other knightly orders, in fact, look down upon the Knights of the Eagle as an aberrant order and refuse to acknowledge their knight status when they cross paths. The Knights of the Eagle seldom care however, as their only focus is their holy mission. They have sometimes been called the Knights of the Green, as well, for the green cloaks they wear and also for their focus on nature. Some have, in fact, claimed that they are closer to a druidic order than an order of knights. The knights do indeed have an affinity for nature and count many woodland spirits as their allies. However, their order is divine in nature, not attuned to the spirits of nature. Their main focus is on weeding out corruption and aberrations that occur in the natural world; hunting down evil creatures that would corrupt the land as well as those who have turned against the land, corrupted by evil spirits or their own warped sense of right and wrong. They are an order dedicated to keeping the balance of nature and so tend less towards the saving of innocents and more about the careful application of the right amount of effort to keep things properly balanced. Wielding their eagle-shaped swords, with which they can use to call upon an eagle companion to fight by their sides, they wade out into the wilderness, at home as any ranger or druid, and battle any that would put the balance of nature in jeopardy. When not in nature, they can be found in many large towns and cities, often looking to join other adventurers on their quests, especially those that are heading out into the wilds. To these, they can offer a wealth of knowledge on the world around them. Many a party has spoken of being saved by the inclusion of a Knight of the Eagle from an ignominious death in the wilds, due in large part to their great skill at surviving in the wilds and their way with the beasts of the wild. Nature and Divine Magic. While equitesaccipitres wield the magic granted to them by their gods like most holy orders, they augment this with the magic of nature and many amongst their numbers have been known to be able to summon creatures such as dryads or satyrs to come fight at their sides. This also augments their healing spells, as they combine natural magic with that of the upper planes. A Sacred Balance. The Knights of the Eagle focus on maintaining balance. This means that the high flung ideals of other lawful orders of knights do not work here. Much like the trees of the forest, the Knights of the Eagle ebb and flow like the seasons, always maintaining the balance, always in tune with it. For this reason, they have aroused the ire of many people over the years. Possibly stopping groups of loggers from entering a forest only to allow others to do so years later. To them it is not a matter of stopping humans from being part of the natural order, just directing them to the right use. Sometimes trees need to fall to make room for more and sometimes a human needs to suffer the cold to learn when not to interfere with the balance of the natural world around them. Equitesaccipitre Medium humanoid (any race), any neutral Armor Class 16 (chain mail) Hit Points 90 (12d8 + 36) Speed 30 ft. Saving Throws Str +4, Cha +3 Skills Athletics +4, Religion +2 Senses passive Perception 11 Languages any one language Challenge 3 (700 XP) Proficiency Bonus +2 Innate Spellcasting. The equitesaccipitre’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 1/day each: aid, branding smite, conjure woodland beings, cure wounds Mounted Combatant. While the equitesaccipitre is mounted and isn’t incapacitated, it has advantage on melee attack rolls against unmounted creatures smaller than its mount, can force an attack targeted at its mount to attack it instead, and when its mount is subjected to an effect that allows it to make a Dexterity saving throw for half damage, the mount instead takes no damage on a successful save and only half damage on a failed save. Seasoned Rider. The equitesaccipitre has advantage on saving throws made to avoid falling off its mount. If the equitesaccipitre falls off its mount and descends no more than 20 feet and it isn’t incapacitated, it can land on its feet. The equitesaccipitre can dismount its mount as a free action, requiring no movement. Actions Multiattack. The equitesaccipitre makes two greatsword attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage. Call Giant Eagle (1/Day). The equitesaccipitre magically calls for the aid of a giant eagle. The giant eagle appears at the start of the equitesaccipitre’s next turn in an unoccupied space within 60 feet of the equitesaccipitre. The giant eagle acts as an ally of the equitesaccipitre. The giant eagle remains until it is slain or the equitesaccipitre dismisses it as a bonus action. The equitesaccipitre can ride the giant eagle as a mount. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 13 (+1) 62 Knights of the Eagle
63 Knights of the Eagle
Eremita Reclusive Hunters At the edges of the wild, far from the bustle and relentless growth of dominant humanoid cultures, a number of mysterious and long forgotten tribes and subspecies have isolated themselves. Among these are ancient elven races all but forgotten by others, insular tribes of hidden humans, and other species that prefer to avoid integrating into so-called civilized societies. While encounters with such groups are rare and more often than not end in bloodshed, at times members of these hidden groups make their way into civilization, where they are regarded with a mixture of fear, suspicion, and curiosity. The eremita are members of one such hidden group of elves that prefer solitude to interaction with other species. Thought to live in dark and cold northern forests, the eremita are relentless hunters, descendants of the survivors of some long-past war that decimated their species. In an effort to avoid such a calamity befalling their people once again, the eremita have adapted by ensuring their people are highly skilled not only in martial combat as well as the magical arts, but also in stealth and tracking any threats they may come across. Those few eremita who venture forth to interact with other species do so out of their own inherent curiosity, perhaps believing that the time has come to reveal themselves once more. At times they may simply yearn for new experiences and adventures, and may join with small bands of adventurers provided their need for solitude and silence is respected. They prefer to avoid loud, boisterous types, believing that fewer words selectively spoken are much more powerful than many words spoken without thought. Whenever such bands enter towns and settlements for a well-earned warm meal and soft bed, the eremita will prefer to remain well outside, distrustful of all but their chosen companions and preferring the company of themselves. They may on rare occasions be enticed into roles as assassins, but generally eremita find such activities distasteful. The eremita have an infallible sense of direction and, once they have explored an area before, can unerringly retrace their steps, though it is unknown if this trait holds true in caverns beneath the earth. They are also exceptional trackers, marking their quarry magically before tracking them over long distances to dispatch them. Darkness and brutal weather are no hindrance to the eremita, and some even claim that the weather bends to their will and shields them from detection by their prey. Ancient Origins. Scholars and historians have uncovered shreds of evidence, largely from scraps of ancient tomes and recorded oral fables, of a great conflict between members of elvenkind. Prior to their enlightenment and close association with nature, elves were more aggressive and militaristic, which led to the fracturing of the species into distinct groups that over time became distinct subraces - some preferring forests, others fled underground, and others still escaped to remote colder climates. These latter were thought to be extinct until the inexorvenator began emerging once again. One with the Darkness. The eremita are almost always clad in black and mottled greys. They are naturally silent hunters that prefer to operate in darkness to the light of day, but find their home in the shadows - all but the keenest of senses overlook their presence. Eremita Medium humanoid (elf), any alignment Armor Class 15 (leather armor) Hit Points 82 (15d8 + 15) Speed 30 ft. Saving Throws Dex +6, Int +4, Wis +5 Skills Nature +4, Perception +5, Stealth +6, Survival +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, Elvish Challenge 3 (700 XP) Proficiency Bonus +2 Ambusher. The eremita adds its Dexterity modifier to its initiative rolls. On the first round of combat, the eremita has advantage on attack rolls, and deals critical damage on an attack roll of 19 or 20. Fey Ancestry. The eremita has advantage on saving throws against being charmed, and is immune to magically induced sleep. Spellcasting. The eremita is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The eremita has the following druid spells prepared: Cantrips (at will): druidcraft, mending, true strike 1st level (4 slots): entangle, fog cloud, hunter’s mark, speak with animals 2nd level (3 slots): beast sense, locate animals or plants, pass without trace 3rd level (2 slots): meld into stone, sleet storm Superior Darkvision. The eremita can see through natural and magical darkness without hindrance. Survivalist. The eremita has advantage on Wisdom (Survival) checks. Umbral Stealth. The eremita has advantage on Dexterity (Stealth) saving throws. While in darkness, the eremita is invisible to any creature that would rely on darkvision to see in that darkness. Actions Multiattack. The eremita makes two longbow attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 50/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 13 (+1) 14 (+2) 16 (+3) 10 (+0) 64
65 Reclusive Hunters
Eremudacia Wasteland Nomads Deserts and wastelands are difficult to survive in, even for those well adapted to doing so. Creatures must survive blistering winds, scouring sands, and relentless heat, as well as dangerous creatures specialized to living and competing in such a harsh environment. Even navigating among sand dunes is difficult, as the wind and elements are constantly shifting. Yet there are nomadic tribes that thrive in such a harsh environment. These wasteland nomads, also known as eremudacia, travel amidst the dunes from oasis to watering hole, driving herds of livestock before them and always searching for food and water. They are wiry, hardy, and tanned by the desert sun, with intelligent dark eyes that peer from beneath their turbans or headdresses. Clad in lightweight, lightly-colored layers of fabric that protect their skin from the harsh sun and dehydration, eremudacia are easily identified even by those not familiar with desert lands. Often, they will bear long, curved ceremonial daggers as well as short, recurved hunting bows and scimitars, prized possessions that denote their status as not simply nomads, but as warriors as well. At times, eremudacia will enter the few cities that dot the outskirts of deserts or lie within, trading and bartering for copper and bronze goods and weapons in exchange for goods they have crafted during the cold desert nights. Sometimes, wasteland nomads may be enlisted as guards for trade caravans passing through the desert, as they know well the dangers that lurk amidst the sands, as well as how to deal with such threats. Generally, these nomadic tribes are wary of outsiders, regarding them with suspicion, but desert hospitality decrees that any being in need is welcome at the table of an eremudacia and that so long as weapons are peace-bonded, all may partake in whatever meal is to be had. Once bread is broken at such a table, guests are considered members of the tribe, if only for a time, and given their full protection. Eremudacia have a strict code of honor that they abide by at all times and they expect any they interact with to act similarly. Honor is held in such high regard that to dishonor another is considered a great shame, and a perceived slight may result in drawn weapons if one is not respectful and careful with respect to their customs. As much as the eremudacia are generous and hospitable, so do they have long memories for perceived insults. Wary of Magic. Eremudacia, much like many other desert dwellers, are highly suspicious of magic and anyone who wields it. As a fiercely proud and independent people, they fear magic may taint their minds, thus they are particularly wary of enchantments. Spiritual Connections. While they shun arcane magic, eremudacia are a deeply spiritual people, worshiping deities devoted to sand, sun, wind, and fire. They will construct elaborate tombs and ziggurats of sandstone to honor their dead and carry their belongings to the afterlife, rigged with clever traps, false walls, doors, and pitfalls to protect their earthly belongings. The location of such burial chambers is a closely guarded secret known only to members of the eremudacia. Eremudacia Medium humanoid (any race), lawful neutral Armor Class 14 (studded leather) Hit Points 65 (10d8 + 20) Speed 30 ft. Saving Throws Con +4, Wis +5 Skills Insight +5, Perception +5, Survival +5 Senses passive Perception 15 Languages any two languages Challenge 2 (450 XP) Proficiency Bonus +2 Battle Ready. The eremudacia adds its Wisdom modifier (+3) to its initiative rolls. Desert Navigator. The eremudacia has advantage on Wisdom (Survival) checks while navigating in desert terrain. Hunter’s Sense (3/Day). As a bonus action, the eremudacia can examine any creature within 60 feet of it, discerning if the creature has any damage immunities, resistances, or vulnerabilities and what they are. Survivalist. The eremudacia has advantage on Intelligence (Investigation) and Wisdom (Survival) checks in desert terrain. The eremudacia can forage enough food for itself and up to three other creatures each day. Wary. The eremudacia is suspicious of outsiders, and has advantage on Wisdom (Insight) checks when dealing with humanoids. Actions Multiattack. The eremudacia makes three attacks with its scimitar and one with its ceremonial dagger. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Ceremonial Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+3) 12 (+1) 16 (+3) 10 (+0) 66
67 Wasteland Nomads
Ereptor Common Thieves Lurking in the shadows waiting for inebriated revelers to pass by, skulking amidst back alleys, or casually leaning against a wall awaiting an easy mark, thieves and cutpurses lurk wherever they see the opportunity to cut loose a fat coin purse. These less than savory folk are all too willing to alleviate the hardworking or wealthy alike from their hard-earned gains. The name ereptor is often spat out by those who pass through crowded markets only to find their purses or other valuables missing. Regarded by many as the lowest and laziest of society, they are in fact anything but - it takes an uncanny amount of skill and nimble fingers to be able to pilfer another’s valuables without being noticed, never mind the ability to foresee potential escape routes or come up with convincing alibis should they be noticed or even caught. It is simply that the ereptor finds their chosen pursuits and skill set to be far more lucrative than what others may deem an honest days’ work. Often dressed in unassuming common garb that does nothing to suggest their true nature, the ereptor are perceptive observers of other beings. They know precisely which target to select and which to avoid, and have a quick mind to calculate potential risks. They are masters of blending in with the common folk amidst who they gather, and at disguising their deeds. While at times daring to conduct their activities in broad daylight, they will primarily choose other means of concealing their deeds - often they are found at local festivals where large crowds congregate, when troubadours and other performers are distracting the masses, or in crowded markets amidst the press of humanity. The motivations of different ereptor may vary widely - some may have learned their craft having been orphaned and needing to survive through whatever means possible, others may have been taken in by larger thieves guilds. Others still may act out of desperation, having been indebted to card sharks and crime lords, while others still may view it as their duty to steal from the rich and redistribute their wealth. Whatever their motivations, ereptor are nonchalant and generally unremarkable individuals, camouflaging their words as easily as their actions. When caught, they are silver-tongued and devious, using whatever means they can to slip out of potentially dangerous situations. They are difficult to imprison, and often have any number of lockpicks concealed upon themselves - some of which are intentionally easy for captors to find. At times, ereptor may take up with a group of others - performers act as superb distractions, for example. Adventuring parties seeking an able lockpick may be able to entice an ereptor to join with them with the lure of riches, yet such bands had best be wary - the loyalty of an ereptor is often fleeting, and their sense of self-preservation overpowers any altruistic urge to aid others in need. Master Acrobats. The activities of an ereptor necessitate a certain degree of agility to pick a pocket or escape. Their urban territories are often crowded and difficult to move about in, thus they have adjusted by taking to rooftops and sewers that they may easily travel about. As a result ereptor are incredibly adept at leaping, tumbling, and knowing precisely where to put their feet. They are fearless at doing so, though they know well one flimsy shingle may cause them to tumble many stories down. Ereptor Medium humanoid (any race), any chaotic Armor Class 14 (leather armor) Hit Points 54 (12d8) Speed 30 ft. Saving Throws Dex +5 Skills Acrobatics +5, Deception +4, Investigation +4, Sleight of Hand +5 Senses passive Perception 10 Languages Thieves’ Cant plus any two languages Challenge 2 (450 XP) Proficiency Bonus +2 Agile. The ereptor does not trigger opporunity attacks when moving away from a creature that made an attack roll against it since the end of the ereptor’s last turn. Master Lockpick. The ereptor has advantage on Dexterity (Sleight of Hand) checks when attempting to pick a lock. In addition, it has advantage on Intelligence (Investigation) checks to detect any traps or similar mechanisms on locks it is attempting to pick. Nimble Hands. The ereptor can use its bonus action to make a Dexterity (Sleight of Hand) check, use its thieves’ tools to pick a lock or disarm a trap, or to conceal a small object. Pickpocket. The ereptor has advantage on Dexterity (Sleight of Hand) checks when attempting to pick the pocket of another creature. Quick Reflexes. The ereptor adds its Dexterity modifier (+3) to ints Initiative roll. Sneak Attack (1/Turn). The cursario deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of the cursario and the cursario doesn’t have disadvantage on the attack roll. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Reactions Acrobatic Dodge. When an attacker deals melee damage to the ereptor, it can use its reaction to halve the attack’s damage against it, and to move up to 15 feet away from the target with provoking opporunity attacks. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 11 (+0) 14 (+2) 11 (+0) 15 (+2) 68
69 Common Thieves
Etfugits The Escaped Sometimes, monks go bad. They break the tenets of their teachings and turn to taking from others rather than helping them. At times like these, there needs to be somewhere they can be taken, somewhere capable of housing beings that can punch through solid stone. A special prison made for those who can bend bars and leap high walls. Such a prison exists on a remote island, as far from civilization as possible, surrounded by cliffs where crushing waves repeatedly crash against the weathered rocks. Rumor has it that the only way on, or off the island is via magical gateway, controlled from offsite. It is also said that on the other side stand ten trained archers, all with bows knocked and ready. Should the wrong person walk through the portal, ten arrows will fly true straight for their hearts and then ten more would follow soon after. However, there have been reports of escapees from this island prison —powerful monks, driven crazy by the isolation and wanting nothing more than to get back to the world. These monks in their desperation have reached new levels of power, tearing the magically enhanced chains from the walls of their cells. Driven mad by the captivity and now in possession of a strange new power, these monks have made good their escape. Some use lesser monks to act as cannon fodder for the archers on the other side of the gate, others still moving with blinding speed so that those on the other side see only a blur. One report speaks of a monk that managed to run on the water, disappearing into the distance, after leaping from the cliffs to the sea below. Once they have escaped, most of these insane monks choose to keep their chains, as they seem to become horrifying new conduits for their powers, crackling with force and channeled ki energy. An etfugit can easily sweep across a battlefield wielding these chains that they whip viciously beyond the range of most melee attackers. They will ally themselves with others at times, although their unpredictability makes them treacherous companions. Above all, they wish to avoid going back to the prison, so they will attack anyone who even suggests arresting them on site, usually in a fight to the death. Magical Shackles. The chains wielded by the etfugits are magical in nature, given a sort of insane basic sentience by the monks’ efforts to escape. Some of the escaped have been seen grappling two foes at once, using their fists to beat the restrained creatures they were fighting into unconsciousness. Unpredictable. Most etfugit bear permanent marks on their psyche from their imprisonment. As companions they are hard to be around, constantly accusing people of wanting them dead, or trying to turn them in. Most parties that have one along quickly grow tired of them and some have been known to turn them in. Facing one as a foe across the field of battle is a harrowing experience, as they lash out with their chains, attempting to dismember and crush their foes. Etfugits Medium humanoid (any race), any lawful Armor Class 15 Hit Points 136 (16d8 + 64) Speed 40 ft. Saving Throws Str +7, Dex +7 Skills Acrobatics +7, Athletics +7, Deception +3, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 12 Languages any two languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Grasping Chains. When the etfugit hits a creature with a chain attack, it can use a bonus action to grapple the creature (escape DC 15). The etfugit can have up to 2 creatures grappled at a time. Greater Fortitude. The etfugit has advantage on Constitution saving throws. Magic Weapons. The etfugit’s weapon attacks are magical. Unarmored Defense. While the etfugit is wearing no armor and not wielding a shield, its AC includes its Wisdom modifier. Actions Multiattack. The etfugit makes two chain attacks. If it is currently grappling a creature with a chain, it can replace the chain attack with an unarmed strike attack. Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) lightning damage. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Reactions Lightning Fast (Recharge 6). When the etfugit is hit with an attack that deals damage, it can move up to its speed without provoking opporunity attacks. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 19 (+4) 10 (+0) 14 (+2) 9 (-1) 70
71 The Escaped
Exossomage Bone Mages Similar to necromancers, some magical users have an inherent curiosity with the dead. While not necessarily evil in and of themselves, such practitioners delve into magics with a morbid curiosity while others will hesitate to pursue such knowledge. One such subgroup of magic users are known as the exossomagi, more commonly known as bone mages. As their name suggests, bone mages are fascinated with the skeletons of dead creatures, and will often go to great lengths to obtain the bones of rare creatures or historical figures and use them as tools to channel their necromantic energies. As avid archaeologists with a thirst for knowledge of events long past, exossomagi are often found in ancient crypts, ziggurats, burial grounds, or tombs where they will use their powers to compel the spirits of the dead to once more inhabit their former remains and attempt to glean ancient knowledge of events long past. However, they must carefully listen for the true voice of the deceased, for any number of souls may attempt to speak amidst each other in their effort to be known to the world of the living once more. Either through persuasion or coercion the exossomagi will excise the information they desire, and leave with yet another bone as a keepsake from their latest object of study. Over time, an exossomagi will obtain a unique collection of bones from various creatures they craft into a gruesome armor that serves as their arcane focus. Other beings can thus easily identify a bone mage, and the more diverse the bones in their collection and more elaborate their armor, the more experienced the mage. They do however abhor rotting remains, and will scour and clean a desirable piece before adding it to their collection. Owing to the fact that their activities are perhaps viewed as less than savory by a majority of other beings, exossomagi tend to be loners. This suits them well, as few beings would willingly choose to enter long forgotten crypts and tombs without the temptation of riches. For the bone mage, riches are of little use, so should they enlist with other creatures in exploring such dark places they will instead choose to pursue the knowledge of the ancient spirits inhabiting such places. They often possess a wealth of historical knowledge obtained from the dead, and thus despite their unsettling appearance are sought out for their knowledge. Power over Bone. Exossomagi possess many unique abilities obtained from the dead that are completely unknown to those who have not spoken with the ancients. They can read potent and reliable auguries by reading specific patterns of cast bones, hurtle needle-sharp bone fragments toward their enemies, or even raise legions of skeletal servants to aid and serve them. These servants are no mere mindless rabble, however, and are intelligent undead possessed by the spirits summoned by the bone mage and compelled to serve them. Undying Nature. The exossomage can hold its breath indefinitely, and doesn’t require food, water, or sleep. Also, it seems to age at a much slower rate, showing the effects of only a single year after roughly ten years have passed. Exossomage Medium humanoid (any race), any neutral Armor Class 14 (bone armor) Hit Points 97 (15d8 + 30) Speed 30 ft. Saving Throws Int +7 Skills Arcana +7, History +6, Intimidation +4, Religion +7 Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 13 Languages any three languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Control Undead. As a bonus action, the exossomage selects an undead creature of CR 2 or less that it can see within 60 feet of it. The undead creature must succeed on a DC 13 Intelligence saving throw or be dominated by the exossomage. An undead creature automatically fails the save if its Intelligence score is 5 or less. On a failed save, the undead creature is under the control of the exossomage for 10 days. The undead creature is controlled telepathically, and will obey any commands issued to the best of its ability. The exossomage can control up to 4 undead creatures at a time. Ossein Augury. The exossomage touches a piece of bone from a deceased creature that has been dead for less than 1 year and is able to determine the type of creature and see a brief vision of how it died. Spellcasting. The exossomage is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +7 to hit with spell attacks). The exossomage has the following wizard spells prepared: Cantrips (at will): chill touch (2d8), mending, minor illusion, ray of frost (2d8) 1st level (4 slots): comprehend languages, identify, protection from evil and good 2nd level (3 slots): augury, darkness, scorching ray 3rd level (3 slots): animate dead, bestow curse, speak with dead 4th level (2 slots): banishment, blight Actions Bone Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. Bone Storm (3/Day). The exossomage casts shards of bone forth from its fingertips in a 20- foot cone in front of it. Any creature in the area must make a Dexterity saving throw, taking 12 (5d4) piercing damage on a failed save or half as much on a successful one. STR DEX CON INT WIS CHA 10 (+0) 11 (+0) 15 (+2) 18 (+4) 16 (+3) 14 (+2) 72
73 Bone Mages
Felisvulga Panthera Folk Many civilizations and races have risen to prominence over the millennia, the remnants of which in some cases are found only in myth and legend. However, the last remaining members of some of these civilizations may still carry on, the few survivors of once proud and glorious cultures. One of these species are members of what are known as the felisvulga, or panthera folk. Members of this race are thought to be the descendants of lycanthropes, supposedly cursed beings able to assume either the form of a humanoid or that of a ravening creature, who at some point became unable to assume either form but rather remained in a hybrid in between. In the case of the felisvugla, this meant resembling a hybrid tiger/humanoid. Long ago, the felisvulga were driven to the brink of extinction, mistaken for more savage lycanthropes by prejudiced mobs of humanoids who slew them out of fear without considering other alternatives. Their remnants fled deep into jungles and forests, fearful for their existence. As a race, the felisvulga are benevolent and empathetic in nature, able to innately sense the emotions of other sentient beings around them. As such they are empathetic, generous, and generally choose to coexist peacefully with other races. That said, they are deeply distrustful of others due to their brutal past and deep behind the eyes of older felisvulga lies deep regret, pain, and sadness for those bold enough to meet their eyes. Only consistent good deeds will eventually earn the trust of a felisvulga, and those who earn it will find them fiercely loyal to those they would call family. They are fearless and possess an indomitable spirit, and those who would seek to subjugate them or betray their trust will find them ferocious warriors as well. The felisvulga are not known for their skill in crafting arms and armor, so they are clad in ill-fitting and mismatched armor salvaged from the battlefield or bartered for along their travels. Often they will remove it completely, trusting their instincts as stealthy hunters and their own inherent swiftness as defense enough against harm. They do, however, have a fondness for massive great weapons such as mauls, greatswords, or warhammers; their inherent power allowing them to wield such armaments with relative ease. In particular the felisvulga will covet magical weapons, perhaps feeling comforted by knowing that should ill befall them they will be able to protect themselves and those they care about through strength of arms and will. In addition to their massive strength, the felisvulga also possess long, razor sharp retractable claws and a mouthful of fierce canines that many humanoids not familiar with them find more than slightly intimidating. The felisvulga possess highly sensitive senses of hearing and smell, and prefer silence to the sounds of civilization that can quickly overwhelm their senses. Loud sounds are prone to startle them, and they inherently dislike being wet and cold and thus prefer not to reside in rainy environments. They also dislike fire as it reminds them of the burning torches and brands used by those same humanoids who almost exterminated their race. Bloodrage. Despite being a civilized and peaceful species, they still possess animalistic traits. Should a bloodrage overcome them, the felisvulga will mercilessly maul their prey without hesitation. Felisvulga Medium humanoid, neutral good Armor Class 16 (breastplate) Hit Points 135 (18d8 + 54) Speed 40 ft. Saving Throws Str +7, Dex +5, Cha +5 Skills Athletics +7, Intimidation +5, Stealth +5, Survival +4 Damage Vulnerabilities thunder Condition Immunities frightened Senses darkvision 60 ft., passive Perception 11 Languages any two languages Challenge 7 (2,900 XP) Proficiency Bonus +3 Ambush Hunter. If the felisvulga moves at least 15 feet toward a creature and then hits it with a melee attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the felisvula was stealthed in the turn prior to making its attack, it deals critical damage on an attack roll of 18, 19, or 20, and the target must make its Strength saving throw with disadvantage. Bloodrage (1/Day). As a bonus action, the felisvulga can enter a bloodrage at the start of its turn. The rage lasts for 3 rounds or until it is incapacitated. While raging, the felisvulga has advantage on Strength and Dexterity checks and saving throws, and gains a +3 bonus to its damage roll. Additionally, it can make two additional claw attacks if unarmed. Empathetic. The felisvulga can sense the emotions of other creatures and has advantage on Wisdom (Perception) checks while within 10 feet of another sentient being. If a creature in this radius is charmed or frightened, it has advantage on its saving throw to remove this effect. Keen Senses. The felisvulga has advantage on Wisdom (Perception) checks that rely on hearing or smell. If it takes thunder damage, it makes Wisdom (Perception) checks with disadvantage for the next 10 minutes. Stalker. The felisvulga has advantage on Dexterity (Stealth) checks made while in dim light or darkness. Actions Multiattack. The felisvulga makes three attacks: one with its bite and two its warmaul. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Warmaul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 74
75 Panthera Folk
Feradomnus Beastmasters of the Wilds Some humanoids prefer to spend their time in the company of wild, feral beasts rather than in the realms of other sentient beings. To those who have learned the ways of nature, wild creatures are often more predictable than so-called civilized beings, and more trustworthy. Often beings of a magical bend and a deep respect for nature will choose to enter the wild, often for years at a time, learning the ways of survival,bonding with the spirits of nature, and delving into the mystical energies that bind all life together. While many of these magic users derive their powers from ancient druidic rituals and teachings, the feradomnus, or beastmasters, will tap into the living essence of wild fauna as opposed to being bestowed power from a greater spirit of nature. Unlike necromantic magics which siphon such life energy, these animal bonds instead become a mutual sharing of life force, binding a beastmaster to its chosen animal spirit, or even several. This allows both man and beast to assume traits similar to each other - a lithe but muscular feradomnus bound to the spirit of a wolf may have elongated canines, develop a keener sense of smell, move in patient, predatory motions, and be prone to becoming impatient during particular lunar cycles, for example. In turn, the spirit-linked beast becomes more than a mere trained animal companion or hawking bird - they develop a greater intelligence, are able to direct others of their kind with greater cunning, and can strategize to hunt prey. Many creatures unfamiliar with a feradomnus-linked beast will often mistake them for a druid in animal form. Eyes of the Beast. The feradomnus is capable of peering through the eyes of its companion, and likewise its companion can behold whatever the beastmaster senses. This ability appears to be of unlimited range, though few have actually tested this — often the linked pair of beast and humanoid are found in close proximity with one another. Should they be separated by a great distance, it would be akin to having a portion of one’s soul ripped away, and both their mystical bond and their shared strengths melt away. Feradomnus Bonds. A feradomnus can bond with any creature that is a beast with a CR of 2 or less by completing a ritual that takes 1 hour. When bonded, both the feradomnus and its beast companion gain additional traits, as follows: • The feradomnus gains the Paladin’s Lay on Hands ability, which can restore up to 20 hit points. This ability can only be used on its beast companion. • The beast companion has the maximum number of hit points for its Hit Dice, instead of average hit points. • The feradomnus and the beast companion have advantage on attack rolls if they can see or hear each other. Feradomnus Medium humanoid (any race), any neutral Armor Class 14 (leather) Hit Points 135 (18d8 + 54) Speed 35 ft. Saving Throws Str +6, Con +5, Wis +4 Skills Animal Handling +4, Athletics +6, Nature +2, Perception +4, Survival +4 Senses passive Perception 14 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 Animal Bond. The feradomnus can spend 1 hour to bond with any creature that is a beast with a CR of 2 or less. When bonded, the feradomnus and its beast companion share a telepathic link. Beast Sight. The feradomnus can use a bonus action to use the senses of its beast companion. Keen Senses. The feradomnus has advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing. Spellcasting. The feradomnus is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The feradomnus has the following druid spells prepared: Cantrips (at will): druidcraft, mending, resistance 1st level (4 slots): animal friendship, goodberry, hunter’s mark, speak with animals 2nd level (3 slots): locate animals or plants, moonbeam, pass without trace 3rd level (2 slots): conjure animals, plant growth Spirit Link. Any time the feradomnus takes damage, it only takes only half damage while its spirit-linked beast takes half the damage dealt as psychic damage, or vice versa. If one of the spirit linked pair dies, the other takes 52 (8d12) psychic damage (no save), and must succeed on a DC 17 Wisdom saving throw or be incapacitated for 2 rounds. Stalker. The feradomnus has advantage on Dexterity (Stealth) checks while in forest terrain. Actions Multiattack. The feradomnus makes two greatclub attacks. Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 12 (+1) 76
77 Beastmasters of the Wilds
Feroxmaga Wild Witches of the Waves Inquisitive and creative souls by nature, feroxmagas are forces possessing amazing power unto themselves. Having received training in the mystical arts through both devoted teachers and relentless study of ancient tomes of knowledge and power, they are forever found asking questions of magic and of the world. Their thirst for knowledge is unending, and feroxmagas are known for spending countless hours reading, writing, and studying books and manuscripts to glean insight into the arcane arts. Their studies have inevitably led to them uncovering and creating unique spells, the likes of which more learned mages and warlocks cannot even fathom how to replicate. The feroxmagas are both whimsical and creative, and their minds will at times wander from the mundane and inevitably toward the latest object of their interest. Animal Affinity. Due to their gentle and compassionate nature, creatures both domestic and wild alike are drawn to feroxmagas. These animals may even be drawn to serve as companions with an unwavering loyalty. Feroxmaga Medium humanoid (any race), lawful good Armor Class 13 (16 with mage armor) Hit Points 97 (15d8 + 30) Speed 30 ft. Saving Throws Dex +6, Int +6 Skills Acrobatics +6, Animal Handling +4, Arcana +6, Investigation +6, Nature +6 Senses passive Perception 11 Languages any three languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Spellcasting. The feroxmaga is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): light, message, ray of frost, shocking grasp 1st level (4 slots): animal friendship, mage armor, thunderwave 2nd level (3 slots): enlarge/reduce, gust of wind, misty step 3rd level (3 slots): counterspell, lightning bolt, sleet storm 4th level (2 slots): conjure woodland beings, ice storm Actions Staff of Thunder. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 13 (3d8) thunder damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be deafened for 1 minute. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 16 (+3) 78 Wild Witches of the Waves
Firnaeaqua Clerics of Sand and Water There are lands where life hangs by the tiniest thread, where the balance point is a knife’s edge. These are the lands of sand where water is a precious commodity, every drop more precious than the hoard of an ancient dragon. Here the firnaeaqua, or clerics of sand and water, work their magic helping to maintain the balance, making sure it never tips one way or the other. Those on the outside looking in often suggest that the clerics simply create enough water for all. However, the firnaeaqua know better. To create too much would weaken the people, would make them soft, and would take away the struggles that define who they are. So the firnaeaqua keep the balance, knowing that their people appreciate everything, because at any moment they could lose it. Keeping the Balance. The job of keeping the balance is often difficult. Many choose the easy way when presented with the option. It is the job of the firnaeaqua to make sure the people stay strong. The people for the most part appreciate this and live in the moment more than any other. They look at the city dwellers running through their lives, trying always to attain more and never being happy once they do and wonder why anyone would want abundance? Firnaeaqua Medium humanoid (any race), lawful neutral Armor Class 11 (14 with mage armor) Hit Points 60 (8d8 + 24) Speed 30 ft. Saving Throws Con +5, Wis +6 Skills Insight +6, Religion +2 Senses passive Perception 14 Languages any two languages Challenge 2 (450 XP) Proficiency Bonus +2 Spellcasting. The firnaeaqua is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): light, resistance, sacred flame (2d8), thaumaturgy 1st level (4 slots): bane, bless, create or destroy water, purify food and drink, shield of faith 2nd level (3 slots): aid, gentle repose, prayer of healing, protection from poison 3rd level (3 slots): create food and water, water walk 4th level (2 slots): control water Actions Mace. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning damage. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 17 (+3) 11 (+0) 18 (+4) 13 (+1) 79 Clerics of Sand and Water
Fortisigni Knights of the Sacred Gun Most orders of knights, be they magical or militant, hold much in common: the focus on martial training with swords and other such weapons and the wearing of heavy armor are examples. This is not the case with the Knights of the Sacred Gun. For centuries now, they have focused on the combination of standard weaponry and firearms to create a combined fighting style that makes them foes to be feared on the field of battle. Wielding a gun blessed by celestial beings in one hand and a melee weapon in the other, the Knights combine the two in a deadly display of blade and bullet. Theirs is an unorthodox fighting style that uses both weapons to great effect, both as weapons and for defense. Their blessed weapons were created to withstand all blows and can be used to parry as well as any sword. The Knights train from a young age in their very particular fighting style, learning marksmanship from the time they can hold a training gun and swordsmanship even younger. They eschew the use of heavy armor for lighter chain shirts, which allows them to still move freely and fluidly in their deadly dance. It is considered a great honor to have a family member join the order. The order sends out its Master of Names once per year to roam the countryside in order to find those deemed worthy by the book of names. According to popular folklore, the book contains all of the names of those who will be chosen, updated by celestial beings every year. Each year when the Master goes to choose, he does not look. He and his loyal hands will simply ride into a town and call out the names of every three-year-old child deemed worthy. On very rare occasions, parents will refuse this honor. This usually brings such shame to the family that they are forced to move, to find another village to live in that does not know of their refusal. There are those that whisper that most of these families do not make it to new towns and those who do swear to have seen unmarked graves along the routes they traveled, others still have claimed to see the children of these families serving in the ranks. Celestial Weapons. The firearms wielded by the order are blessed by celestial beings, giving them unerring accuracy and the power of the celestials themselves. Some say any projectile placed in the firearm becomes a blessed bullet, smiting the enemies of the order with righteous fire. Holy Mission. The Knights of the Sacred Gun have a holy mission to smite all those who would do evil be they humanoid, fiend, or fey, any the order deem law breakers, or any who refuse to bow to their will. Some see the order as a force for good, while others claim their adherence to law has made them arrogant and, in some cases, evil. Firearm Extraordinaire. The fortisigni are able to reload their firearms as naturally as an archer notches an arrow, and they wield their firearms with deadly accuracy, even if their target has closed the distance between them. Where a novice would struggle, fortisigni can operate their firearm with grace under pressure. Fortisigni Medium humanoid (any race), any lawful Armor Class 16 (chain mail) Hit Points 127 (18d8 + 36) Speed 30 ft. Saving Throws Dex +5, Cha +5 Skills Athletics +6, Intimidation +5, Perception +4, Persuasion +5, Religion +6 Condition Immunities frightened Senses passive Perception 14 Languages Celestial and any one other language Challenge 7 (2,900 XP) Proficiency Bonus +3 Blessed Rounds. As a bonus action, the fortisigni can bless the round it loads into its celestial firearm. Doing so increases the damage dealt on the next attack made by the fortisigni with its celestial firearm that turn by 7 (2d6). The damage type depends on the alignment of the fortisigni: radiant damage (good), thunder damage (neutral), or necrotic damage (evil). Firearms Expert. The fortisigni ignores the loading quality of firearms and being within 5 feet of a hostile creature does not impose disadvantage on its ranged attack rolls it makes with its celestial firearm. Spellcasting. The fortisigni is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): guidance, light, mending, sacred flame (2d8) 1st level (4 slots): bless, command, protection from evil and good 2nd level (3 slots): aid, warding bond 3rd level (3 slots): dispel magic, remove curse 4th level (1 slot): death ward Actions Multiattack. The fortisigni makes three attacks: two with its longsword and one with its celestial firearm. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Celestial Firearm. Ranged Weapon Attack: +5 to hit, reach 60/320 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Reactions Parry. The fortisigni adds 2 to its AC against one melee attack that would hit it. To do so, the fortisigni must see the attacker and be wielding its longsword. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 80
81 Knights of the Sacred Gun
Fulgurnatusest Lightning Born The term barbarian is often used when describing members of distant tribes or from lands foreign and strange, quite often used to incorrectly label someone as being “less than” or so alien that normal standards don’t make sense. For the nobility of more civilized lands, it is a term describing tribes and nations that live on the outer rims of the world, enduring conditions those nobles could never survive. For military units, it describes the warriors of those tribes. Warriors who lack the iron discipline of more civilized warriors, who may be deserving of grudging respect, even admiration for the individual skill, but who, as a whole, lack something the better trained warriors have. These barbarians do not call themselves barbarians most of the time, nor do they think themselves uncivilized or undisciplined. They know that there are different forms of civilization and different ways to be disciplined. The fulgurnatusest, or lightning born, prove that this is true. Whether a magical accident or some sorcerous bloodline has caused the basis for their abilities, none know. What they do know is that the fulgurnatusest are possibly one of the most disciplined forces on the planet, wielding powers that if left uncontrolled could wreak havoc and cause many injuries, even death to those around them. The power of lightning runs through their veins, which manifests itself at a young age. Once a child is determined to have the power, they are placed into the care of the elder fulgurnatusest and their training begins. Firstly, to train a new warrior to protect those in need. Most importantly, however, to protect an uncontrolled magical conduit from damaging those around them. While many of these come from the communities around and travel to the fulgurnatusest nation to be trained, it is not uncommon for those from even further afield to come and train. The fulgurnatusest do not look upon those of other cultures as unworthy of training and take any who show the power into their own, turning them into one of the most disciplined fighting forces there is. Those who have fought against them on the field of battle have rethought the word barbarian when describing what they can do. A disciplined force of lightning-wielding warriors descending upon you in an organized rage can make one question many things. Chief among them, whether they made the right career choice. Lightning Fury. The fulgurnatusest is fueled by rage while on the battlefield, allowing them to channel lightning incarnate. While engaged, they manifest a magical link between their shield and their weapon that acts as a lightning whip under their control. They use this to great effect, such as pulling creatures towards them before raining blows down upon their target with a battleaxe. Reactive Skin. Because of the lightning flowing through their veins, the fulgurnatusest have a mild repulsion field that emanates from their skin. This often causes projectiles thrown or fired at them to arc lightning back at their assailant, adding another layer of protection in normal combat for the fulgurnatusest. Fulgurnatusest Medium humanoid (any race), any good Armor Class 16 (studded leather, shield) Hit Points 198 (26d8 + 78) Speed 40 ft. Saving Throws Str +8, Con +7 Skills Animal Handling +5, Athletics +8, Intimidation +5, Survival +5 Damage Immunities lightning Senses passive Perception 11 Languages any two languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Lightning Fence. Five of more fulgurnatusest can work together by spending 10 minutes to channel their power. When they do, they create a barrier of lighting in an area 5 feet wide and up to 60 feet long. The fence lasts for 1 minute, or until any one of the fulgurnatusests loses its concentration (as if it were concentrating on a spell). A creature that enters a space within 5 feet of the area takes 14 (4d6) lighting damage and must succeed on a DC 14 Constitution save or be stunned for 1d4 rounds. Actions Multiattack. The fulgurnatusest makes two attacks: one with its battleaxe and one with its whip. Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) lightning damage. Lighting Whip. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) lighting damage and the target must succeed on a DC 16 Strength saving throw or be pulled up to 25 feet toward the fulgurnatusest. Reactions Reactive Skin. When the fulgurnatusest is targeted by a melee or ranged weapon attack, it can erect an electrical field around itself. If the attack hits and deals damage, the attacker takes an amount of lightning damage equal to the damage dealt to the fulgurnatusest from the initial attack. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 82
83 Lightning Born
Fulmenari Storm Channelers Magic is an unpredictable mistress, oftentimes granting the seemingly undeserving great power while those that would wield the power for the good of all often end up with little or no power. There is a middle ground, an area where many exist, unaware of their untapped power until a triggering event, or observant master comes along and reveals the hidden power within. Such is the case with the Storm Channelers. Most appear to have no connection to any sort of power at all and for all intents and purposes, they do not. At least not in the normal sense. They are not themselves powerful practitioners of magic, they are a vessel that channels great magical energy and redirects it. The most common form of this power is the ability to channel and redirect the energy of storms, which is what the storm channelers do. However, they are so good at it and have become so powerful that they can use the underlying energy of the world itself to draw in such energy, shooting devastating bolts of lightning from their hands on even the clearest of days. While lightning is an impressive use of their abilities, it is not the only use. Many practitioners have been known to tap into the actual weave and draw energy directly into themselves and then channel that energy into other practitioners of magic. This ability seems to work for most forms of magic; bystanders swear they have seen a channeler empower a priest’s spells to heal the wounds of an injured soldier that the priest had declared beyond any hope of recovery, even growing back a missing arm in the process. Their ability to channel energy makes them fierce opponents, some claim that they have even seen the channelers draw in the energy of a spell in flight and take it into themselves, only to direct it back at the caster. In one case, the bystanders claim a wizard had cast a fireball at the channeler, only to be consumed by his own fireball seconds later! Like any other form of power manipulation, there are drawbacks. Manipulating the flow of a spell mid-flight has been known to cause it to actually do double damage to its original target, or target the fulmenaris themselves. One story tells of a fulmenari redirect the attempts of a bard that was charming a local lord with his enchanted words. Instead of redirecting the spell back on the bard, they redirected it onto themselves. No Preparation. Unlike other magic users, Channelers do not need to prepare spells, as they do not actually cast them. They use the energy around them to create spell attack blasts that can be used either as ranged or melee attacks. They can also redirect other spells, causing them to fly at another opponent, to do this they actually re-cast the spell, just without having to use any components. At times this effect goes wrong and the Channeler themselves is damaged by the feedback of a spell gone awry. Pump up the Volume. Should a group of adventurers include a Channeler, they can often use their abilities to pump up the power of the spell, granting the wizard, warlock, priest, or sorcerer the ability to cast a spell as it were a much more powerful version of the same spell from a much more experienced wielder of magical energies. Fulmenari Medium humanoid (any race), any alignment Armor Class 13 Hit Points 85 (10d8 + 40) Speed 30 ft. Saving Throws Dex +5, Int +5 Skills Acrobatics +5, Arcana +5, Nature +5 Damage Immunities cold, fire, lightning, thunder Senses passive Perception 10 Languages any two languages Challenge 3 (700 XP) Proficiency Bonus +2 Elemental Absorption. Whenever the fulmenari is subjected to cold, fire, lightning, or thunder damage, it takes no damage and instead regains a number of hit points equal to the damage dealt. Unhindered Assailant. Being within 5 feet of a hostile creature doesn’t impose disadvantage on the fulmenari’s ranged attack rolls. Actions Channel Power. Ranged Spell Attack: +5 to hit, reach 5 ft., range 120 ft., one target. Hit: 18 (4d8) cold, fire, lightning, or thunder damage (fulmenari’s choice). Reactions Influence Power. When a creature that the fulmenari can see within 60 feet of it casts a spell of 5th-level or lower, the fulmenari influences its intended outcome with unpredictable results. The fulmenari rolls a d6, with the spell’s effect having the following outcome: 1. The spell targets the original caster instead of its intended target. 2. The spell is half as effective as normal. 3. Nothing happens, and the spell slot is lost. 4. The spell is twice as effective as normal. 5. The spell targets the fulmenari instead of its intended target. 6. The spell targets a different creature of the fulmenari’s choosing. If a spell’s effectiveness can’t easily be altered (by changing its duration, radius, or duration), a GM can alter the roll to assume the die rolled a 6 instead. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 84
85 Storm Channelers
Gladiuravit Keepers of the Blade Of the many callings in life, perhaps none is so compelling as that of an adventurer. Many youths grow being told stories of daring and virtuous heroes slaying hideous monstrosities and earning both fame and fortune. However, reality seldom follows the path of legend and lore - many would-be adventurers toil to find meaningful employment and travel from settlement to settlement, seeking the opportunity to earn their keep in yet another rickety inn while risking life and limb to earn their place in the tales they grew up upon. Many of these youthful adventurers take up the blade without knowing the true horrors of combat, and yet it seems there is a never ending supply of willing individuals to take up the cause, much as there seems to be a never-ending list of adversaries to face. Many of these individuals never return from their first few forays into adventure. The gladiuravit, or keepers of the blade, are members of a loosely organized fellowship of the blade that recruits would-be adventurers into their ranks, offers them basic martial training, and provides contracts their recruits across the land. Recruits are trained, well-fed, and provided with a safe base of operations. In exchange, the bladesworn recruits provide a hefty fee to the fellowship that often makes its way upward into the pockets of the nobility, and an endless supply of opportunities to earn the renown they so desperately crave. Those few who survive long enough to pay off their debt to the fellowship of the blade are often offered advancement and further training by weapon masters employed by the brotherhood. These more able-bodied members are highly respected and often their reputation precedes them across the various settlements they have served in. Despite being provided with the basic necessities to ply their trade, the gladiuravit are often ill-equipped to survive in the harsh wilderness they may find themselves within. Often all they have to rely upon is their trusted sword, a few tatterings of leather cobbled together to protect them. The gladiuravit are often found plying their trade in frontier settlements, often in service as bodyguards, merchant caravan escorts, hired muscle, or even just toiling in a field during times of relative calm. Outside of their work, the keepers of the blade are often found in taverns and alehouses, spending their hard-earned wages regaling locals of their exploits, boasting about their prowess with their sword and seeking to carve a name for themselves that they might earn their next contract. They are often arrogant in their youth, brash, and quick to anger. Master of the Blade. The training of a gladiuravit is intensely focused on their skills with a sword, to the detriment of their development in other areas. As a result, bladesworn tend to be ignorant in other areas of their schooling and yet are exceptional warriors capable of cutting their way through most adversaries. Prone to Anger. Perhaps due to their prowess with a blade, the gladiuravit tend to be overconfident and prone to seeking confrontation. They rarely let even the slightest affront to their ego slide, and as a result, can find themselves in difficult situations that may often be resolved only by cutting their way through. They often have the ability to do so however, or at least the confidence to intimidate others. Gladiuravit Medium humanoid (any race), any chaotic Armor Class 13 (leather) Hit Points 71 (11d8 + 22) Speed 30 ft. Saving Throws Str +5, Con +4 Skills Athletics +5, Intimidation +3 Senses passive Perception 9 Languages any one language (usually Common) Challenge 2 (450 XP) Proficiency Bonus +2 Enhanced Critical. The gladiuravit’s weapon attacks score a critical hit on a roll of 19 or 20. Overconfident. The gladiuravit makes Charisma (Deception, Persuasion) saving throws with disadvantage, but Charisma (Intimidation) ability checks with advantage. Master of the Blade (1/Turn). When the gladiuravit makes a melee weapon attack against a creature on its turn, it can add one of the following effects to its attack: • Disarm. The gladiuravit chooses an item the target is holding. On a hit, the target takes an additional 2 (1d4) slashing damage and must succeed on a DC 14 Dexterity saving throw or drop the object. The object lands at its feet. • Shove. On a successful attack, the target takes an additional 2 (1d4) slashing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the bladesworn. • Taunt. On a successful attack, the target must succeed on a DC 14 Wisdom saving throw. On a failed save, the target is enraged and will only attack the bladesworn with disadvantage on attack rolls made against the bladesworn, but successful melee attacks made against the bladesworn deal an additional 4 (1d8) damage to it. The creature can make a Wisdom saving throw at the end of each of its turns to end the effect. Actions Multiattack. The gladiuravit makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +3) slashing damage. Reactions Parry. The gladiuravit adds 2 to its AC against one melee attack that would hit it. To do so, the bladesworn must see the attacker and be wielding a melee weapon. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 8 (-1) 9 (-1) 12 (+1) 86
87 Keepers of the Blade
Gloriaequitibu Halo Knights All knights are connected to holy power: good, evil, or ambivalent. For some it is simply a faith in a greater good or evil that drives them. Maybe they spend their lives in prayer, contemplating the nature of good and evil and defending their truth. There are those that wield the holy power of spells to aid their allies and smite their foes. Then comes the gloriaequitibus. They are a vindictive order focused on one thing, and one thing, alone; smiting their enemies. To do so, they have eschewed normal spell casting in favor of channeling their holy powers into their blows. This has caused them to gain a halo of power that touches from shoulder to shoulder. Holy Power. The blows of a gloriaequitibus are filled with pure celestial energy. Every blow is its own smite, without the need to give up spell slots. The gloriaequitibus has the ability to channel the type of smite; to add the ability to blind enemies, push them back, or cripple their movement. They are so focused on damage, however, that they wield only a longsword, wishing to get up close and personal and not hide behind a shield. Gloriaequitibu Medium humanoid (any race), any good Armor Class 17 (half plate) Hit Points 105 (14d8 + 42) Speed 30 ft. Saving Throws Str +4, Con +5 Skills Athletics +4, History +2, Religion +4 Damage Immunities radiant Senses passive Perception 12 Languages any two languages Challenge 3 (700 XP) Proficiency Bonus +2 Divine Wrath (1/Turn). The gloriaequitibu can choose to augment their a longsword attack with one of the following effects: • Blinding Smite. The target succeed on a DC 14 Constitution save or be blinded until the end of its next round. • Crippling Smite. The target must succeed on a DC 14 Constitution save or have its speed halved for 1d4 rounds. • Punishing Smite. The target must succeed on a DC 14 Constitution save or take 7 (2d6) radiant damage and be knocked prone. Actions Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3) 88 Halo Knights
Golitescalicem Knights of the Chalice The golitescalicem, or Knights of the Chalice as they are sometimes known, are a fairly standard order of noble warriors, wielding lances and shields, as well as the lance. The thing that makes them stand out against other orders is the chalices that they carry with them. Enchanted by priests of benevolent gods, the chalices hold a number of gifts that the golitescalicem can utilize to improve their powers in battle. A key word and a quick drink of the ever flowing liquid inside the cup and the golitescalicem can enhance their strength, or harden themselves against attacks, cause holy power to flow into their attacks, or throw their shield to the ground to create an aura of protection around their allies. Be careful though: to drink from the cup without being the one it is attuned to is a death sentence. A well-known story tells of a bandit king, having caught one of the knights, drinking from the cup, and turning black in the face before dissolving into a puddle of goo. Fighting the Good Fight. Golitescalicem are warriors of good fighting against any evils that befall the lands. Often times, they will travel alone or sometimes join with adventurers to help them on their quests before continuing on their way. Golitescalicem Medium humanoid (any race), lawful good Armor Class 20 (plate armor, shield) Hit Points 78 (12d8 +24) Speed 30 ft., 80 ft. while mounted Saving Throws Str +6, Con +5 Skills Athletics +6 Senses passive Perception 12 Languages any one language Challenge 5 (1,800 XP) Proficiency Bonus +3 Mounted. The golitescalicem rides a war horse. Its movement speed is 80 feet (included above). Charge. If the golitescalicem moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Lance. Melee Weapon Attack +6 to hit, reach 10 ft, one target. Hit: 9 (1d12 + 3) piercing damage. Drink From the Chalice (1/Day). The golitescalicem drinks from the chalice and is bolstered for 1 minute. For the duration, the golitescalicem makes weapon attack rolls with advantage. In addition, it gains 10 temporary hit points. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 9 (-1) 14 (+2) 15 (+2) 89 Halo Knights Knights of the Chalice
Harenaepraedor Sand Plunderers Long ago, ancient mortals worshipped all manner of gods and beasts. Great predators, such as lions and leopards, were revered as symbols of strength and power, and to possess one was considered a great sign of wealth. Even smaller domesticated cats were regarded as protectors, warding their owners against evil spirits that were said to prowl at night. Over time, magi and priests of these ancient civilizations began to dabble in transmutations that would enable them to resemble what they believed were the gods. Eventually they amassed a cult-like following, who also chose to undergo such transformations. Their incantations slowly changed not just their physical appearance, but also the minds of affected beings - over time, they lost the ability to control magic and became much more savage and predatory than initially intended. Eventually, their feral tendencies overcame their human nature, and conflict arose between the altered worshippers and other humanoids. Despite their newfound savagery, eventually all but a handful of the vastly outnumbered former magi and their followers were slaughtered - those who survived were driven into the wastelands. The descendents of these beings still live on, prowling the dunes they have made their home. Now known as the harenaepraedor, these plunderers and pillagers of the sands have regained some of their former humanity, but are still shunned and often attacked on sight by other beings. Resembling a cross between human and great predatory cat, the sand plunderers are often lightly furred with tawny colors that enable them to blend in seamlessly with their surroundings. The harenaepraedor will seldom interact with other humanoids. On the rare occasion they do it is because something piqued their inherent feline curiosity. They are distrustful of other beings, and will regard them with a great deal of suspicion. Very little entices them, and their motivations seem fickle and unpredictable. They have been known to capture other humanoids, though very seldom do they survive to return to their own civilization except through some cunning means of escape. Survivors have reported the harenaepraedor releasing their captives, only to chase them down once again as though simply for the sport of it. Keen Senses. The senses of the harenaepraedor are unnaturally keen, their eyesight able to detect movement from great distances. Similarly, their over-large ears are adapted not just to dissipate heat, but also to hear the slightest sound above the whistle of the desert wind gently blowing grains of sand. Adapted to the Desert. Unlike many other humanoids, the harenaepraedor are perfectly adapted to life in the desert. They are ferocious and cunning predators, known to set elaborate ambushes at oases and the few waypoints travellers use to rest during their long journeys. The long, razor sharp claws of the harenaepraedor are often dipped in potent venom harvested from poisonous desert vipers. Their attacks are sudden, brutal, and seldom leave any survivors. Harenaepraedor Medium humanoid, chaotic neutral Armor Class 13 Hit Points 55 (10d8 + 10) Speed 40 ft. Saving Throws Dex +5, Wis +3 Skills Acrobatics +5, Perception +3, Stealth +5, Survival +3 Senses darkvision 120 ft., passive Perception 13 Languages any two languages Challenge 2 (450 XP) Proficiency Bonus +2 Desert Stalker. The harenaepraedor has advantage on Dexterity (Stealth) checks while in desert terrain. It also has advantage on Wisdom (Survival) checks to track other humanoids while in desert terrain. Keen Senses. The harenaepraedor has advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on hearing or sight. Poisoned Claws. The claws of the harenaepraedor are coated in venom. Any creature that takes damage from their attacks must succeed on a DC 13 Constitution saving throw or take an additional 5 (2d4) poison damage (included in its attack). If the target fails its save by more than 5, it becomes poisoned for 1 minute. Sneak Attack (1/Turn). The harenaepraedor deals an extra 3 (1d6) slashing damage when it hits a target with its claws and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and the harenaepraedor doesn’t have disadvantage on the attack roll. Survivalist. The harenaepraedor makes Wisdom (Survival) checks with advantage. It is also able to forage enough food to feed itself and up to three additional creatures per day while in a desert environment. Actions Multiattack. The harenaepraedor makes two claw attacks. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 5 (2d4) poison damage). If the target fails its save by more than 5, it becomes poisoned for 1 minute. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 90
91 Sand Plunderers
Haruspicem Weavers of Fate Souls touched by powers from realms beyond, fate weavers have a special connection to spirits. Blessed - or cursed - with the ability to see and communicate with these beings allows a fate weaver to help that spirit achieve its goals before passing to realms beyond. Fate weavers spend their early years in solitude, often in long-abandoned ruins or in the depths of dark forests. This isolation allows them to learn to interpret and control the constant stream of whispers from beyond that assail them without losing their grip on reality. Only after years of careful communion and faithful meditation are Fate Weavers able to serve as guides, couriers, and mouthpieces to spirits. A fate weaver is bound to bring peace and rest to spirits, leading them to live very nomadic lives - only remaining in a village or town until they’ve led the spirits residing there to their final rests. Visions of What Will Be. The most powerful Fate Weavers develop a connection to spirits and the realms beyond so powerful that they are plagued by visions. Driven to balance the scales of fate - for good or for ill - they often travel, posing as fortune-tellers and soothsayers. Through this guise, they seek those bound to their visions and take a more assertive role in ensuring their cooperation. Prone to Madness. Those fate weavers who lose themselves turn to feeding off of the spirits around them rather than communing with them. With every spirit they devour, their desire to feed on the souls of the dead - and the living - grows. Their madness becomes all-consuming even as they gain more power, knowledge, and longevity from each spirit they devour. Haruspicem Medium humanoid (any race), any neutral Armor Class 16 (leather) Hit Points 91 (14d8 + 28) Speed 30 ft. Saving Throws Wis +4 Skills Deception +7, Insight +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Infernal Challenge 5 (1,800 XP) Proficiency Bonus +3 Magic Resistance. The haruspicem has advantage on saving throws against spells and other magical effects. Presence of Being. The haruspicem adds its Charisma modifier (+4) to its AC (included above). Spellcasting. The haruspicem is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The haruspicem has the following sorcerer spells prepared: Cantrips (at will): chill touch (2d8), dancing lights, mage hand, minor illusion, ray of frost (2d8) 1st level (4 slots): charm person, disguise self, sleep 2nd level (3 slots): darkness, suggestion 3rd level (3 slots): counterspell, lightning bolt 4th level (2 slots): blight, dimension door Actions Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Reactions Soul Imprisonment. When a creature that the haruspicem can see within 30 feet of it is reduced to 0 hit points, the haruspicem can imprison its soul, which is magically bound in its arcane focus. A haruspicem’s arcane focus can only contain one soul at a time. While the haruspicem has imprisoned a soul, it can preform a ritual that takes 1 hour. Once complete, the haruspicem gains any knowledge the creature possessed in life. A creature who has had its soul improsoned by a haruspicem becomes petrified. This petrification can only be removed if the haruspicem’s arcane focus is destroyed, the haruspicem completes a 1-hour ritual to release the soul, or by powerful magical means, such as the wish spell. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 14 (+2) 14 (+2) 12 (+1) 18 (+4) Hat of Assurance Wondrous item, rare (requires attunment) A black hat crafted with fine silks by an aruspicem, granting them beguiling powers over those they meet. The hat has 4 charges. While wearing it, you can use an action to expend 1 of its charges to cast the detect thoughts spell from it. The hat regains 1d4 charges at dawn. In addition, while you wear the hat, you have advantage on Charisma (Deception) checks and creatures that you can see within 10 feet of you that are not hostile have disadvantage on saving throws against being charmed from spells cast by you. 92
93 Weavers of Fate
Histrio Telltale Performers The ability to obtain more than a rudimentary education is often dictated by being able to scrounge enough coin to pay for such knowledge, and also being able to find those educated enough in turn to teach. While commoners are often taught the basics - arithmetic, reading, and other skills required for daily life, obtaining a higher education is often prohibitively expensive for all but the wealthiest of families, or those who have sufficient talent and luck to have a patron willing to sponsor them. Those individuals who can afford more advanced teachings often pursue fields in demand, such as history, tactics, navigation, commerce, logistics, or diplomacy - very few choose to learn the finer arts. Those that do may choose any number of paths, but are commonly known as histrio - performers. These individuals have studied at the finest arts institutes, and have mastered any number of skills - composing countless fine works, playing numerous rare and exotic instruments, being able to make and alter clothing and disguises, singing, dancing, and commanding any number of stages from a tavern table to catering to aristocratic nobles. Histrio are found wherever their fancy takes them. Seldom wanting for coin or aught else, they choose their engagements selectively, and sometimes infrequently as they spend their spare time honing their craft and compiling their next great masterpiece. Performers are highly focused on their works, and as such come across as disinterested and aloof toward other beings. That said, they are inherently curious about the nature of life, and observe others carefully - for everyday life contains all elements needed for another performance - great tragedy, hysterical comedy, mundane drudgery, and all manner of struggle. They may spend weeks at a time carefully considering each element of a story they wish to tell, becoming aggravated should they not find the perfect words to fit the tale they wish to weave. Only perfection will do for a histrio, and they never step onto a stage with anything less than what they view as a masterpiece. Seldom wanting for anything and obtaining free room and board in inns and taverns in exchange for sharing their talents, histrio are prone to excess - they are often very fond of indulgences such as fine wines and extravagant clothing. Thus they come across as rather pretentious toward others, speaking in haughty tones, particularly when frustrated with their own engagements. However, they like nothing more than to share a glass of fine wine with others and hear tales that they can weave into poem. Master of the Spoken Word. Histrio are masters of the spoken and sung word, and are capable of making even the tallest tale sound plausible. Those who hear them speak or sing are transported to another existence, one of daring deeds and deep sorrow. Even when not performing, others are often enchanted by the tales woven by a histrio, and many find them immeasurably charming and engaging. Cunning Spies. Being able to make any tale plausible, combined with their keen eye for the behavior of others makes the histrio valuable sources of information. Thus they make cunning spies, and may gather vital intelligence on a variety of activities wherever they travel. They are more than capable quite capable of spreading misinformation; being regarded as trustworthy wherever they travel. Histrio Medium humanoid (any race), any chaotic Armor Class 13 (padded) Hit Points 71 (13d8 + 13) Speed 30 ft. Saving Throws Wis +5, Cha +5 Skills Deception +5, Insight +5, Perception +5, Performance +5 Senses passive Perception 15 Languages any three languages Challenge 2 (450 XP) Proficiency Bonus +2 Inspiring Performance (3/Day). As a bonus action, the histrio can choose one creature other than itself within 60 feet that can hear it and inspire it through spoken word. Once within the next 10 minutes the creature may choose to make a single attack roll, saving throw, or ability check with advantage. Nimble Fingers. The histrio has advantage on Dexterity (Sleight of Hand) checks when picking locks or pockets. Master of Deceit. The histrio adds its Charisma bonus to its Charisma (Deception, Performance, Persuasion) checks. If another creature makes a successful check to detect a lie the histrio is attempting to make, the histrio can choose to force the creature to reroll its check, but must accept the result of the new roll. Sneak Attack (1/Turn). The histrio deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the histrio that isn’t incapacitated and the histrio doesn’t have disadvantage on the attack roll. Spellcasting. The histrio is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The histrio has the following bard spells prepared: Cantrips (at will): message, minor illusion, prestidigitation 1st level (4 slots): charm person, disguise self, heroism 2nd level (3 slots): detect thoughts, enthrall, suggestion 3rd level (2 slots): hypnotic pattern, tongues Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 13 (+1) 15 (+2) 16 (+3) 17 (+3) 94
95 Telltale Performers
Ignisversutor Firecrafters Both harnessing arcane magical powers and becoming a master of martial arts require an intensive level of study and specialization. The general thought is that mastery in one area requires such an intense degree of honing a being’s natural abilities that it precludes training or mastery in another. Magic users often value intelligence to the exclusion of training in physical combat and vice versa. However, magical ability and physical prowess are not necessarily mutually exclusive. While uncommon, some creatures naturally have both the physical strength and agility to be powerful warriors as well as magical abilities that are often passed down from prior generations and If taught by knowledgeable tutors, these beings can become formidable warriors able to augment their combat skills with twists of magical energies. While some of these beings choose subtle schools of magic to study, others instead choose to focus their mental energies toward the harnessing of destructive forces of fire. Known as the ignisversutor, or firecrafters, these beings are capable of wreaking havoc upon their enemies. Immensely strong, firecrafters are highly skilled in the use of blade, axe, or polearm. Often they will use their magical abilities to ignite their blades in intense flames, which requires them to utilize magical weaponry capable of withstanding the intense heat given off by their craftings. Unlike other warriors, however, the ignisversutor tend to shun the use of heavy armor, preferring instead lighter leather armor that allows them to be more agile and carry out any precise somatic movements required of their craftings. Further, wearing lighter armor allows them to flaunt their more elegant fighting style, which also contrasts the more simple and efficient style used by other warriors. The ignisversutor by nature are confident if not arrogant, knowing that should an interaction come to blows they are more than capable of burning their enemies to a crisp while walking away completely unscathed. Many find firecrafters intimidating and this only adds to their arrogance. Further, they tend to be quick to anger, and will seldom make any effort to disguise their feelings as their blood runs as hot as their craftings. Firecrafters, nonetheless, are admired and sought after, and finding work is seldom an issue for an ignisversutor - they often serve as bodyguards to nobility, in the vanguard of armies as mercenaries, or as adventurers. Despite their high level of intelligence and physical strength, firecrafters tend to be rash and impulsive, rushing into situations where wiser heads may prevail. This, along with their arrogance, often leaves them vulnerable to subtle, suggestive manipulations often used by enchanters. Further, due to the intense energy required to maintain their craftings, the ignisversutor may require a longer period of rest after a prolonged period of magical castings not due to physical limitation, but rather due to the combination of physical and mental exertion required of them. Magical Prowess. Perhaps owing to the powers bestowed by their bloodline, the ignisversutor can manipulate its castings in subtle ways. Magically summoned flames are often woven into fearsome visages to impress and intimidate opponents, and the firecrafter may carefully sculpt their spells to shield any allies from the full brunt of their castings. Ignisversutor Medium humanoid (any race), any chaotic Armor Class 13 (studded leather) Hit Points 104 (16d8 + 32) Speed 30 ft. Saving Throws Str +6, Int +6, Cha +6 Skills Arcana +6, Athletics +6, Intimidation +6 Damage Immunities fire Senses passive Perception 10 Languages any three languages Challenge 8 (3,90 XP) Proficiency Bonus +3 Fiery Rage (3/Day). As a bonus action, the ignisversutor can enter a rage that lasts for 3 turns. While raging, it has advantage on attack rolls and deals critical damage on attack rolls of 19 or 20. The ignisversutor may use its bonus action to cast a spell that requires a casting time of one action, however, if it uses this feature it must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. Ignited Blade. The ignisversutor’s attacks are magical, and deal an additional 3 (1d6) fire damage (included in its attack). Sculpted Spells. The ignisversutor can choose up to three creatures it can see within the area of effect of one of the ignisversutor’s castings. A chosen creature automatically succeeds on its saving throw against the spell. Spellcasting. The ignisversutor is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ignisversutor has the following wizard spells prepared: Cantrips (at will): fire bolt (2d10), light, minor illusion, produce flames (2d8) 1st level (4 slots): burning hands, longstrider, shield 2nd level (3 slots): flame blade, flaming sphere, scorching ray 3rd level (3 slots): fireball, haste, protection from energy 4th level (3 slots): fire shield, wall of fire 5th level (1 slot): flame strike Actions Multiattack. The ignisversutor makes three longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 +3) slashing damage plus 3 (1d6) fire damage. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 96
97 Firecrafters
Illaqueator Master Trapsmiths Only a rare few mortals have magical powers bequeathed upon them by either their gods, patrons, or bloodlines. Many that do are capable of manipulating very minor amounts of arcane energies. Those who can wield more powerful forces are often either highly revered and sought after or shunned and avoided entirely. While attuning oneself to magical energies, knowing the language of the spell and being able to properly channel its forces does require a certain degree of intelligence, though these two factors are not always correlated. There are many beings who do not possess a single iota of magical ability, but their natural intelligence leads them along a different path - that of an alchemist, engineer, inventor or tinker, for example. Such professions require both an equally keen mind and nimble fingers, for often such trades are inherently dangerous as they hone their craft and produce a myriad of devices and inventions. These tinkers and dabblers are frequently regarded with bemusement by others, for some of their inventions are often unusual and serve little apparent use. However, wealthy patrons may identify these individuals and fund their curiosities, often with the aim of using their newfound employees to craft all manner of possibly useful devices. The illaqueator, or trapsmiths, dabble in a wide variety of pursuits - they possess knowledge of both alchemy and engineering which they use to design, construct, and install any number of traps, triggers, trammels, and other devices for their employers. They tend to be highly curious, somewhat antisocial, and eccentric in nature. When exploring new ideas in their workshop they seldom tolerate interruptions, brusquely dismissing those who disrupt their train of thought. Trapsmiths tend to be impatient and scattered in their thoughts, but will incessantly chatter about their inventions to any who will listen to them. They tend to lack social skills that would allow them to navigate other echelons of society, and as such are primarily found in their workshops surrounded by their contraptions and other creations, whether successful designs or not. The inventions of the illaqueator vary from relatively benign, such as cleverly designed locks that only the most skilled lockpick can decipher, to sinister, such as traps designed to inflict pain, maim or dismember those unfortunate enough to be caught within it. They distill a variety of acidic, caustic, noxious, or otherwise foul gases and chemicals and design ingenious ways of delivering such compounds. Trapsmiths also design and craft more simple and less subtle traps, such as pitfalls, murder holes, and the like, though devices such as these often require additional hired brawn. Magical Trap Construction. While not capable of using magic themselves, the inventions of the illaqueator may be imbued with magical energy if crafted of the correct materials. Metals, crystals, and other specific materials may, with the proper invocations and structure, contain arcane energies within that can be released upon a specific activating trigger. These devices are rare however, as their construction requires both a skilled illaqueator knowledgeable in metallurgy and gem crafting as well as a powerful artificer capable of weaving and containing enchantments within the device. Illaqueator Small humanoid (any race), any chaotic Armor Class 14 (leather) Hit Points 35 (10d6) Speed 25 ft. Saving Throws Dex +5, Int +6 Skills History +6, Investigation +8, Medicine +3, Sleight of Hand +5 Damage Resistances acid, fire, poison Senses passive Perception 11 Languages any four languages Challenge 1 (200 XP) Proficiency Bonus +2 Craftsman (3/Day). The illaqueator can spend 1 hour crafting a simple device or trap, such as a simple lock, bag of caltrops, or manacles. Keen Eyes, Keen Mind. The illaqueator has advantage on Intelligence (Investigation) checks when searching for or interacting with mechanical devices. Nimble Fingers. The illaqueator has advantage on all Dexterity (Sleight of Hand) checks made when using artisan’s tools. Trapsmith’s Garb. The illaqueator’s clothing is chemical and fire resistant. The trapsmith has resistance to acid, fire, and poison damage. Actions Multiattack. The illaqueator makes two attacks with its inventor’s hammer and can throw one vial. Inventor’s Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Vial of Acid. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (4d4) acid damage. Any creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) acid damage. Vial of Alchemist’s Fire. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 5 (2d4) fire damage. The target must succeed on a DC 13 Dexterity saving throw or take an additional 2 (1d4) fire damage at the start of each of its turns for 3 rounds. A creature within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or also come into contact with the alchemist’s fire, taking 2 (1d4) fire damage. Vial of Noxious Gas. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 3 (1d6) poison damage. Any creature within a 15 foot radius of the target must succeed on a DC 15 Constitution saving throw or become disoriented and have disadvantage on attack rolls for 3 rounds. Any creature that fails its saving throw by more than 5 falls unconscious. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 18 (+4) 13 (+1) 7 (-2) 98
99 Master Trapsmiths