Galder’s
Gazeteer
1
Galder's Gazeteer:
Credits
Project Lead: Ricky “Zip” L
Game Design and Development: Nadine Amami, Chris Honkala, Cameron Melka, Mike Margolin, Justin Miller,
Bill “Kibbles” R, Joseph Vargas
Adventure Writing: Matt Click, Gabe Hicks, Jess Ross
Playtest Manager: Michael O’Connor
Editing: Bianca Bickford, Matt Click
Art Direction: Anto Cerrato
Layout: Matthew Perkins
Interior Design: Julia King
Cover Art: Sasha R
Interior Art: Argent Art, Alvin Balingit, Joshua Bastareche, Olie Boldaro, Bruce Connors, Daniels Castillo
Fernandez, Roberts Heize, Ceinwin Jackson,Tess Lanyon (TesEtch), Jarek Madyda, Mattias, Thomas Perkins,
Ryn “Pokey Pony”, A.J. Putz, David Revoy, Connor Shaw, Dean Spencer, J.E. Shields, Soulafein, Thomas
Tanner, Cassandra Webb
Special Thanks: Phillip Brant-Simmons, Abi Withey, Evakyl Nibelit
Kickstarter Backers
Zac Erickson Jared Rosenau Robert Czerwinski Oren Leifer
Andrew Goode Charles L. Joel Anderson William Neafie
Ricky “Zip” L Brenton Heath Joseph Vargas Jim Magee
Phillip Ada Jason Joaquin Escobar Hart Apaphous John Bowlin
Robert Blachman Baptiste Marlet Tom Damjanovic Snarkayde (Philip)
Lazarus1138 Jacob Russell Thalji Q Lex Weeks
Nahim Phillip Brant-Simmons Tim Hettler Austin
Joe Rundin Michael Hegger Myschi Lorelei Jeff Marshall
Johannah Faythe Elliot Almond Lawrence K Jagokoz
Filipe Silva Thomas DiLavore Dennis Alchemist2020 Scott Charles Cole
Wesley Lewis Al Rusk Nik Chauvin Leakimka
Greg Ealick Justin Spath, Space Daddy Chris Yu Hsin Owen Wilfong
Shannon Carl Hugo Nicolas Desjardins
James Flora Games Kevin McDonnell Andrew Wunder
Troy Smith Gianluca Camaioni Chase Street Monica Wu
GGSigmar Emily Fried Pat Ward Phil Sweet
Eric Kemp Zachary Huynh Tboomer Frank Depaolo
Adam Ezell Thomas S Arno Gradwohl Javier Lopez
Bentley Usher Dean Rougvie Tommy5000 Nick Smith
Jeff Ginger Bobby Byrne FoxBoltHero daggerdragon
George Taray Benjamin Stambaugh Kilgrim Rory McNeice
Anton Dobschensky Hayderino Joe Bowers Zach Hooven
Michael Margolin Charles Kaup Christopher Stafford Ben Petitt
Greg R Scott Binder Jake Grant Clayton Johnson
Chris Collins Antoine Houze Etienne Charest SnoopyDog1212
Jangus C. Cooper Eric Levanduski Jordan Selemk Brian Chang
Tobias Rue Alex Minge Ben Rasmussen Verllamica
Philip Hindley Jack Paulovich Mary Elizabeth Louke Andrew Hainline
Chris Keogh Chris Austin Scott Reichelt Trevor Morgensen
Hiran Matt Devlia Kevin Watson Paul Logasa Bogen II Jon 'jonjames' James
Gabriel LaBelle
Kickstarter Backers continued
Daniel Krueger Nicholas Bayley Chad Lynema Matayso Powell
Perry Minichan Sweater Town Andrew Moon Tracy Hatfield
Nicolis Boudreau Gage Berry Berg Ray Herrera
Kevon O'hanlon Scott J. Dahlgren Mary Zawacki John C.
Haden Gibbons Ian Fletcher-Waterworth Rory McNeice Stephanie Lorée
Will Symonds Paul Chadbourne Jr Vincent Baler Joshua Palmer
Cameron Melka Kevin Bauer Jarkko Rachel Balcombe
Alexcalibur Garrett Zanca Jarred Landry Justin Niles
Alexandra Stuart Davey Tom (Enrico Matassa) Michael Swords
Brian Lowe Jack Grey Adrián Garcia Tyler Suth
Tyler D P Gabriel Wood Bob Willoughby Qiushi Sun
Blaine Martindale Christian Cooper Hunter Parry Jordi Rabionet Hernandez
Mooshroom Timothy W. Horn David Reese Lloyd
Erik Cohen Luke K Nicholas Austin Thorne Timolution
Jay Rixie James Michael Bays Jr. Dylan Moore David Singleton
John Conrady Peter Haldenby Sean R Hammer Adam Barnes
Suzanne Adelaide Laliberte Andy Roch Joe Field Brian Fortunato
Dennis O'carroll Judith Brant Elvenstreak
Richardson Maverick Zanca Carling Knight Erik Kivi
Grover White Jimmy Hill Craig Earl Heath Dobson
TheCrazyPieLady Purpose-Porpoise Martin Simmons afensch26
Casey Pelt Danielle Roberts Jason Hathaway Yordi Schaeken
Akmzero Evan Lustria phantomspcmn Tim Carter
Simon Champagne That Random Guy Matthew Jones Paul Gatterdam
Jonathan Ferguson Spencer Turkington Allison Smith Ryan Hughes
Chris Rowlands Katherine Price Mike Herold David Paul Guzmán
Peter H Riser Abigail Withey Zach Dziura Chris Anderson
Jenan Vickers-Jones Andrew Barbel Tim Grubbs Steven Lorenz
Joey McRae Hunter Cook Kevin Beeke Jason Gabel
Suzanne Richardson Bradley Doyle Sam Schuler Alec Hunter
Aemon Ross DeLong John Bonina Adam Smolarchuk
Alexander Thomas Hamby Harps Patrick Zeimet Sezoxeufu
Eric Miller Jeff Vaden David Wenzel Jake McRobbie
Thomas Cordiello Zakee Singleton Brent Dotson Jeremy Kear
Zach Witt Evan Hazzard Juergen barters Robert Paine
Ry Baldwin J Paul Keller Michael Hansen Travis Spencer
Jeremy Melloul Alicia Beth Troy Sandlin Jeff Mone
Upperlander Jackson Jelenic Zachary DeFoor GM Coates
John Stoke Rafael Barraza Rob Taylor Branden
Depressed_Puppy Kurt Jaegers Silas Christoffer Petersen Benedetto Diab
Adam Wakeling Charlie Holloway Alexander Simpkin Doug "Dhomal" Raas
Asa Hawblitzel Backalleyben Gawain Ouronos Christopher Denison
Jared Rocco M Lord Ryan Elliott Sean Ingham
Beck Berry Michael Eric Schaner RPG Crunch James Hagler
David Taylor Jonathan Stallings Russell Ventimeglia Julian Schmid
Matt Schultz Chris Smith lukefabis Steven Brown
Jonathon Ulrich James Hicks Michael Victorine Zara Sluys
Mitchell Muhlenkamp Pablo Arrieta Jeremiah Pointer Josh Cabbot
Xavier Kim Synnerborn John Shea jayoungr
Philip Boyle Midnight Tower Aric Matthew J Weidman
Nicholas (Woonitu) Wood Nicholas Harvey Harokin Maciej Litwiniuk
Mike DeFranco Sofia Serrano Castreek Walmsley Family
Justin Peckham Armin Mobasseri Joshua Kerns Shaun McMahon
Cheyne Lucas Sowa RyuuJin Saelgaire
Brandon Goltermann Decessor Qimzanzxqnr Bob Mosdal
Christina J Miller Kory Beatty Kenneth André Hansen Donald Pierce
Samantha Michaels Lazor Zoeth William Scott
Josh Mcclain Elliott Almanza Michael G. Palmer Kyle Mulligan
KGB CareBear Mike Moore Jeremy Wasik Mendel
Miha Simoniti Arno Van Breuseghem Jaakob Maunula Callum
Nathan Sparks
Galder's Gazeteer:
3
Hi,
I’m Abigail, Laurence’s Mum. Ricky asked me to contribute to this wonderful book way back during its conception, yet it has taken
me until the most final deadline to write. Not because there aren’t plenty of amazing things to write about Laurence, but, I think
because I’ve had to write twice about Laurence since he passed, the first time for his funeral, and the second time to catalogue
the events that occurred during his journey to diagnosis. I was worried about facing my emotions all over again, but, pushed to
contribute by the deadline and knowing I’d never forgive myself for not putting pen to paper, I decided to knuckle down and get
writing. As I did so it dawned on me that this wasn’t going to be a daunting, negative task after all and in fact, I am very blessed to
be asked to join your wonderful RPG community to celebrate Laurence’s absolute love of all things table top RPGs.
I think you guys all know how Galder came to be, about Laurence’s Campaign for Earlier Diagnosis for Young Adults and how here
we are excitedly awaiting the release of Galder Gazetteer. Here is my chance to pay homage to my most amazing son – a true RPG
ambassador and a young man who managed to reach out and connect with so many of you. I’m feeling re-energised by the warmth
of knowing this is my opportunity to share some wonderful memories of life with my son Laurence; your friend Some Hairy Guy.
I can’t recall the first time Laurence played a role playing game or even fully how he became involved. I guess it was a natural
progression from war gaming? Weekend visits to the hobby store and copious amounts of meticulously painting tiny figures must
have morphed him in to a fully-fledged fan. I have so many happy memories of his college friends coming to our house to play, not
that I experienced much of these early games as they were played in a small building in our garden. Then with the onset of colder
weather this games began to be played in the house across the dining room. The living room then was then transformed in to the
eatery, hosting up to eight young students devouring pizza after pizza, served on the floor, of course. After feasting it was back to the
dining room table to embrace in more heated exchanges, I simply parked myself in any space where I’d not be in the way, until I
was, then I’d move on! I always delighted in his friends visiting. I love a full house and with Laurence being an only child and me a
single mum it was simply lovely to have his friends about our home for a weekend.
Aged 18 Laurence set off to Royal Holloway and Bedford College (University of London) to study Classics. Naturally he took his
love of D&D with him and it helped him make new friends, either who played already or he introduced to the wonders of the
game. Beyond that he was engaging in games played across the Globe. During holidays he’d spend many an evening online adopting
full and colourful personas of characters and creating voices and magnificent scenarios ...... I’d simply listen from the next room,
giggling to myself! Laurence had the most fantastic imagination and RPGs really gave him the platform to express that.
I can’t thank you guys enough for being there for Laurence, to share his passion over what was sadly to be such a short life. I truly
burst with pride over what he has achieved here with Galder, bringing him to the gaming table for you all. The very last thing
Laurence did before he lost capacity was play a final game with his trusty college friends. He drew his character, named him Bertsy
Blondswood of Spindle and gave him the traits of duelling and unarmed fighter. His inventory consisted of peasant dress and ale
flagon, his flaw was being short tempered and his virtue was persistence. I think there’s quite a lot of Some Hairy Guy in there, just
as there is in Galder. Please look after him for me.
I can’t thank Ricky enough for his tremendous hard work compiling this amazing account of Galder, staying true to Laurence’s
creation and incorporating so many of your ideas too. All this and with the aim of supporting Laurencescampaign.blog – a positive
approach to encouraging better communication between young adults and clinicians to reach earlier diagnosis of serious diseases.
Abigail
La e
dt
i
A
A h La e
ih
t af
n y d.
Th S g" r h i o p c!
Welcome! For a Cause
The wizard Galder has traveled to many, many 100% of proceeds from the sales of this book are
worlds. Along his journeys he has taken notes on the being donated to the Cancer Research Institute. You
mysterious and fantastic things he’s encountered. can read more about Laurence’s story and what
you can do to support youth early diagnosis at
Two years ago, a young guy named Laurence made laurencescampaign.blog
a post on online. Laurence shared that he had a rare
form of cancer and only had weeks to live. He wanted Sensitive Content
something to be remembered by, and asked if there
was any way his character could be added to the This book also contains some material that may
game’s lore. cross a personal threshold, and make some players
uncomfortable or feel disrespected. Discuss the
With kindness, a whole group of the community got following elements with you players before including
together and, while they couldn’t make it “official”, them in your game:
they said they would be honored to include his
character as a NPC in their home games, to exist in • The dragonfolk ancestry includes a kind who believe
their worlds. To keep living in their stories.
themselves superior due to their physiology.
But this book goes a step further. Galder’s
Gazetteer describes his journeys through all those • The College of Spoons can be read as sex work and
worlds. This expansion to 5e is framed as Galder’s
notes on how things are done differently across the “spoony” as sensuality/sexuality.
multiverse with new archetypes, ancestries, variant
rules and more. • Island halflings are coded as a real-world ethnic
Made possible through the generous donations group. Instead of halfings as idealized Britons, here
of hundreds of people, and the talents of many they imagined as idealized Maori.
others who contributed ideas, feedback, and content
development, this book is an expression of the • Torrian orcs are presented as an allegory of Inuit
community’s good will and creativity.
(Tlingit) peoples losing their ancestral lands to
This is Galder’s gift to the community, so please climate change and non-Native expansion.
take what’s offered, use it to elevate your game, and
travel to many worlds with your friends. • In the tradition of using myth and fantasy to
explore human psychology, the despondent
condition is an analogue for depression.
• The Existential Resonance sorcerer has mild drug
references in its flavor text.
De a r,
I h a G l Fe t. P h s o h e e? I d s ’ a e
v ’, ui r f h a a el n t r l
o ! Fo t s o e, o t t l o
t o s f: r i l m f r l Er t h v
r s t h c s n! io a n s rt
M g ’ Gu o w N u . O e a h e r, oa e u
a ,n n a pr n r .T o e
at os la t, e t e l h p ne y w.
No , v ui r i Lu i Dl i i Rt ,
hnw n o e i f m io o ao a x t ce.
Ia a an o, v o e us r e.
Of i t b r s p, e t t f l , he n a
s .S m h se ve a r , h i l f h se ve c
e o a t r, hm l v se. e c e
s p m, e x a u t e. i h ht e
rt l h et i r eh w .I e n rc
Ia ie Er t l, al enn e, r
i oe e ci l. e s
e nai a l, i m l e h p s t, a ci e t
o e o e . Th o ehrt i .L l n
o w t e, t l co s r he
sh v a l, eh i e ae a i
f !e be l h e t i n re
u a i ,n l s rc l b e n l g a t l a e!
Th t e r n r v l e. o a t f m io t
s p e o , e a r, e no r ro
v h t e .P h s o w i l f
ai hlt di oh n rt i n a a o
c e p th o f ng f u il i, h a
i!
Yo a c l ,
Ga e F d , e n- t r .
Table of Contents
Intro ............................................. 6 Dragon Bound Archetype ........................... 62
Fell Knight Archetype................................. 64
Laurence’s Story.................................................. 6 Wildlander Archetype ................................ 67
Galder’s Preface .................................................. 6
Monk.................................................................. 68
ExpandEd rulEs ......................... 11
Conditions ............................................... 13 Variant Monk............................................ 68
Actions .................................................... 14 Way of Crushing Snow............................... 70
Martial Attacks ......................................... 15 Way of the Seeing Mind ............................. 70
playEr optIons........................ 16 Paladin................................................................ 72
New Classes .................................................... 18 Oath of Obedience .................................... 72
Oath of Remembrance............................... 73
Rebel ....................................................... 18 Oath of Transcendence .............................. 74
Runewielder ............................................. 24 Oath of the Triune ..................................... 75
Therinthrope ............................................ 32
Ranger ................................................................ 78
Barbarian.......................................................... 40
Variant Ranger .......................................... 78
Variant Barbarian..................................... 40
Path of the Blood Sage............................... 41 Rogue................................................................. 80
Path of the Pit Fighter................................ 42
Path of the Stallion.................................... 43 Variant Rogue .......................................... 80
Path of the Titan Slayer .............................. 44
Sorcerer............................................................. 82
Bards................................................................... 46
Variant Sorcerer ........................................ 82
Variant Bard ............................................. 46 Existential Resonance Origin ...................... 84
College of Fame ........................................ 49 Gnostic Soul Origin ................................... 85
College of the Playwright .......................... 50 Haunted Soul Origin.................................. 86
College of Spoons ..................................... 51 Primal Soul Origin..................................... 88
Pyromancer Origin .................................... 89
Cleric ................................................................. 53
Warlock ............................................................. 91
Arts Domain............................................. 53
Harmony Domain ..................................... 54 Eidolon Patron.......................................... 91
Parasite Patron ......................................... 93
Druid .................................................................. 56
Wizard .............................................................. 95
Circle of the Harvest.................................. 56
Circle of Tides ........................................... 57 Variant Wizard .......................................... 95
Arcane Assassin Tradition........................... 96
Fighter................................................................ 59 Chronomancy Tradition ............................. 97
Dark Arts Tradition .................................... 98
Variant Fighter.......................................... 59 Defensive Magic Tradition .......................... 99
Brawler Archetype .................................... 60 Spell Striker Tradition ................................ 99
Defender Archetype.................................. 60 Wandering Mage Tradition ....................... 100
Dragoon Archetype ................................... 61
Ancestries ........................................................ 102
Dragonfolk............................................. 102
Tigro ...................................................... 104
Torrian Orcs............................................ 105 Monstrous Crab....................................... 146
Penumbra .............................................. 106 Shaman .................................................. 147
Storm Celestial ....................................... 108 Mechanical Menace.................................. 147
Shamblefolk............................................ 110 Primordial ............................................... 147
Thrum...................................................... 111 Sidhe ...................................................... 148
Vampires................................................. 113 Stone Beast............................................. 148
Zhula ...................................................... 115
Variant Rules .................................................. 149
Folk Groups ..................................................... 117
Deadly Knockouts .................................... 149
Dawn Blade.............................................. 117 Encumbrance Slots .................................. 149
Island Halflings........................................ 119 Falling Damage ....................................... 150
Mushroom Gnomes ................................. 119 Fighting Underwater ............................... 150
Shade Elves ............................................ 120 Heroic Training ....................................... 150
Valorian Humans ..................................... 121 Mid-Vantage........................................... 150
Opposed Initiative................................... 150
Feats .................................................................. 122 Over Exertion ......................................... 150
Spells ................................................................. 124 Triple Team .............................................. 151
Called Shots ............................................ 151
GM toolkIt ............................ 136 Followers ................................................ 151
Harvesting Monsters ................................ 152
Environments ................................................. 138 Hoard Combat ......................................... 153
The Abyss ................................................ 138 Challenges ...................................................... 154
Carnivorous Swamp ................................. 139
Dreamscape ............................................ 139 Cursed Items........................................... 154
Dry Desert ............................................. 140 Factions .................................................. 156
Haunted ................................................ 140 Traps....................................................... 158
Icy.......................................................... 141
Lavascape ............................................... 141 advEnturEs............................... 162
The Spine of Torr ...................................... 141 The Twilight Game ................................... 164
Tainted.................................................... 142 Heart of the Lion...................................... 170
Whimsical ............................................... 142
appEndIcEs ................................ 180
Monster Templates....................................... 143 Appendix A: Random Tables...................... 180
Appendix B: Memorialized NPCs ............... 186
Aberrant Mutant ...................................... 143 Appendix C: Laurence's Campaign ............ 189
Ashen Beast ............................................ 143
Bearicade ................................................ 144 IndEx ........................................... 190
Brutal ..................................................... 144 opEn GaMInG lIcEnsE .......... 192
Dread ..................................................... 144
Fear Eater................................................ 145
Frostbite ................................................. 145
Guardian................................................. 145
Mischief Maker ........................................ 146
9
Galder's Gazeteer:
cover
Chapter 1
Expanded Rules
Wh u’ e r u e, a a
k av o h g a i l fe e
e rp c . Th e r l e s r
r l p i c d l pr i i k l,
l f hq h en e e n.
Th e r p ce l ow r o w l,
a eu o he d i .T
in nw d a r i t
e h it h k- o h er
a pt h p i n r m t! A , e
de , ve e s h nl h l se
w o c, g , e , n h o d.
Using this Book Expanded Conditions
Galder’s Gazetteer is a major expansion to 5e for There are seven new conditions that get referenced
advanced players and GMs. With new character by many features in this book. In addition, some, but
options, mechanical concepts, and fantastic wonders not all, of the subclasses and ancestries have powers
adding additional ways to enjoy your game. In that assume the GM is using the new conditions
addition to fleshing out under developed elements regularly. The GM Toolkit chapter is full of game
with new rules and player options, this book adds to elements to help integrate these conditions, and
two key mechanics: conditions and actions. There are the spells that inflict them can be used to gauge
also several examples of unique mechanics for GMs the power of each condition (for example, both the
to draw their own inspiration from when creating blinded and despondent condition can be inflicted on
content for their own worlds. a single creature with a 2nd level spell).
Key Considerations Combat Options
The game content in the book is designed with a Some but not all of the subclasses utilize the
number of assumptions about how it will be used. expanded action list. For example, the Defender
Here are some key considerations of that intention: fighter gains the ability to Guard as a bonus action.
For GMs, some of monster templates incorporate
Compatibility these actions too.
Everything in this book is compatible with itself, the The martial attacks provide new, viable options to
5e SRD and the Players Handbook. GMs and players martial characters depending on their weapon choice.
can use any combination of the options in this book These rules route through the Extra Attack class
without fear of breaking their game. However, none feature, and are available to any character who has
of the material was playtested or balanced against any that feature.
other 5e expansions.
New Classes
Experience
There are three new classes, each representing a
This book assumes the GM and players have strong heroic identity in the game world. The rebel is on a
understanding of the rules of 5e. This book makes course to revolutionize the world. The runewielder
direct use of lesser used rules including mixing skills is a master of ancient language. Instead of a
and ability scores, object hit points, and running lycanthropy being treated as an effect layered on top
chases. of a character, the therianthrope treats werebeasts as
a class where characters can grow in power.
Starting Level
Variant Classes
All of the player facing material is designed with the
assumption that the characters start at 3rd level. In the Player Options chapter, there are variant
versions of the main classes. When selecting a variant
Expansions class, you typically lose some features from the
standard class, and instead get new features at the
The game rules in book are divided into player same or different levels.
facing and GM facing content, both of which use
the expanded rules system. For players, there is a These are not a one-for-one swap of features, but
host of new character options including classes, rather represent a different expression of the base
ancestries, feats, and spells. For GMs, there are class. Instead of a single class core and then choosing
combat environments and monsters that use the an subclass at a later level, you choose which class
new options. Additionally, there are also two single base your character is when gaining your first level
session adventures at different tiers of play to give and get to choose an subclass.
working examples of using the expanded rules.
The variant class tables only list the new features
gained, and not all the features a that class gets. For
example, the Variant Fighter table doesn’t show Extra
Attack, even though a variant fighter still gains that
feature at 5th level.
Expanded Conditions can become dulled by mind affecting magic and
supernatural effects, or though mundane means
This expanded condition list adds several new ways to such as inebriation. A GM might use this condition
alter a creature’s capacities. Many game elements in as a rider for failing a saving throw against taking
this expansion rely on these conditions, so GMs are psychic damage, or as a replacement to reducing a
encouraged to familiarize themselves with them. character’s ability score.
Integrating New Conditions This condition can be ended by the greater
restoration spell or similar magic.
The GM can incorporate these conditions with
existing monsters, class features and other effects by Fatigued. Fatigue is a less harsh penalty than
following these guidelines. Unless otherwise noted in exhaustion, so a GM can more easily inflict this
a specific effect’s text, here are the general rules for condition multiple times without creating a major
how to impose and remove the expanded conditions. imbalance.
Bloodied. This condition is automatically inflicted The rules for this condition can be used along with
when a creature is below half its hit point maximum levels of exhaustion. However a GM might decide to
(see Getting Bloodied below). In general, a bloodied use fatigue instead of exhaustion for certain game
creature suffers no additional effects, but the GM elements. For example, a GM might find the use
can use this condition as a delivery method for other of exhaustion in Path of the Berserker barbarian’s
game effects. For example, the GM might give a Frenzy feature too punishing. In such a case, the GM
monster a trait that while it is bloodied its attacks do can allow the player to suffer fatigue instead.
extra damage or when it is first bloodied it can make
an additional attack. If a rule refers to half a creatures Any effect that removes a level of exhaustion can
hit point maximum, use its bloodied value instead. end a creature being fatigued. Also, finishing a long
rest ends this condition.
Burned. If a game effect that calls for a saving
throw also deals acid, cold, fire, necrotic, poison, or Rested. This condition is a boon to a creature
radiant damage, the GM can reduce the number of rather than a penalty. At the GM’s discretion, a
damage dice by two and instead inflict the burned character might gain this condition for living a
condition on a failed save. Be cautious with this luxurious lifestyle for some time, enjoying a lavish
condition! Over application of this condition can feast for relaxation, or by spending downtime
seriously affect the expected difficulty of encounters. recuperating.
Likewise, the ability to impose vulnerability to a
damage type on an enemy can quickly become the Wounded. Becoming wounded represents a serious
party’s default solution. injury that limits a creature’s ability to physically
function. A wounded creature is also limited in their
This condition can be ended by use of the lesser ability to heal and recover from damage taken.
restoration spell, or when the burned creature
recovers all its hit points. Powerful magic such as regeneration or greater
restoration are able to end this condition.
Despondent. This condition represents a sense
of overwhelming hopelessness or depression. A GM Conditions
might be inspired to use the despondent condition
to mimic the effect the One Ring has on Frodo or the Bloodied
effects of a Dementor attack.
This condition has no rules of its own, but other game
Any effect that grants a creature advantage on effects refer to it.
saving throws against being frightened also grants
advantage on saving throws against becoming Getting Bloodied
despondent. Similarly, a creature immune to being
charmed is immune to being despondent. Burned
••
Casting greater restoration on an affected creature A burned creature is also bloodied. of damage
ends this condition. The creature has vulnerability to the type
from the effect that first gave it this condition.
Doomed. This condition represents fate pulling a
creature towards grave. Curses from evil priests and
attacks from fiends or incorporeal undead are likely
ways a GM might have a creature become doomed.
This condition can be ended by the remove curse
spell or similar magic.
Dulled. Being dulled represents a diminishing
a creature’s intellectual capacities. A creature
13
Galder's Gazeteer:
Despondent New Combat Options
• A despondent creature can’t have advantage on
ability checks to interact socially. There are two new types of combat options presented
• The creature does not add its proficiency bonus to here: new actions and martial attacks. The new
its attack rolls or ability checks. actions are available for any creature to take. Martial
attacks give characters who can make multiple
Doomed attacks tactical choices to consider when attacking
• A doomed creature has disadvantage on death with different weapons.
saving throws. Actions
• When one or more dice are rolled to restore hit Guard
points to a doomed creature, instead the creature You can interpose yourself between a creature and
uses the lowest number possible for each die. any attackers. Choose a creature that is within 5 feet
of you. If you would grant that creature cover, it gains
Dulled three-quarters cover from you instead of half cover
• A dulled creature has disadvantage on Intelligence, until the start of your next turn as long as it is within
Wisdom and Charisma ability checks. 5 feet of you.
• Other creatures have advantage on Intelligence,
Wisdom, and Charisma saving throws against the Before the start of your next turn, if the creature
dulled creature’s spells and effects. you are guarding moves, is attacked, or forced to
make a Dexterity saving throw to avoid taking damage,
Fatigued you can use your reaction to move up to half your
• A fatigued creature suffers a -2 penalty to attack speed to an unoccupied space within 5 feet of your
rolls, ability checks, and saving throws that use guarded creature. If your new position is between
the ability corresponding to that creature’s lowest the guarded creature and the enemy that made the
ability score. triggering attack or the source of the harmful effect,
• If an already fatigued creature suffers another you provide the guarded creature three quarters cover
effect that causes it be become fatigued, its suffers from that attack or effect.
an additional -2 penalty on attack rolls, ability
checks, and saving throws that use its next lowest Harry
ability score, and so on, up to six times.
• Ending this condition removes all penalties at once. When you take the Harry action you attempt to
hinder another’s actions or foil an attack. Choose
Rested a creature you are aware of and that is within 5 feet
• A rested creature has advantage on saving throws of you. Describe something the creature could do or
is doing that you want to interfere with. Examples
versus disease and poison, and on other ability of actions to harry include holding a door closed,
checks and saving throws to recover from injury. breaking a pillar, completing a ritual, or making its
next attack. The creature you harry has disadvantage
• The creature gains temporary hit points equal to on its next attack roll, or on any ability checks made
relating to that action until the start of your next turn.
half its Constitution score, and does not lose these
temporary hit points at the end of a long rest. Sunder
• If the creatures no longer has the temporary hit You attempt to break an item another creature
is carrying or using. Make an attack roll with
points it gained from being rested, the condition disadvantage against a nonmagical object that is no
ends. more than one size category larger than you and is
being worn, used or carried by another creature. Use
• Gaining this condition ends a creature being the object’s AC and hit points as normal, but if the
attack is a critical hit, the object is destroyed.
fatigued, and its levels of exhaustion, if any, are
reduced by one. Optional Rule: Hit Point Free Objects. If the object
is hit with an attack that deals damage to it, the
Wounded object is damaged. If the object is already damaged,
• it is instead broken and the creature can no longer
• A wounded creature is also bloodied. benefit from its use. A fragile or Tiny object is broken
The creature takes a -5 penalty on Dexterity, as soon as it is damaged.
Strength and Constitution ability checks and saves.
• Recovering hit points at the end of a long rest
can only restore hit points below the creature’s
bloodied value, and it recovers half as many hit dice
as it normally would.
Rules Tip Any creature that could make an opportunity
5 attacks against you can no longer do so, but can
instead make an opportunity attack against the
Escape creature entering the space you previously occupied.
When you take the Escape action, you attempt to Martial Attacks
withdraw from combat; move up to your speed. If
before the start of your next turn you come within If you’re able to make multiple attacks with the Attack
the reach of a creature that wants to stop you, it can action, you have the option to use these special
attempt to grapple you as an opportunity attack it attacks that replace one or more of the attacks you
makes against you. can make as part of taking the Attack action.
At the start of your next turn if you can move and Staggering Bash
your distance away from each hostile creature is
greater than its speed, you escape from combat and (Replaces additional attack after a hit)
are removed from the initiative order. If any enemies When you take the Attack action and hit with a melee
try and pursue you, you become the quarry in a chase. weapon and deal bludgeoning damage, you can
choose to replace one of your subsequent additional
EscapInG attacks to make the attack that just hit a Staggering
Bash. If you do so, the target you hit takes additional
You can attempt to escape from most combat damage equal to your Strength modifier and you also
encounters, but the GM might decide that it’s shove the target 5 feet in any direction if it is your size
impossible to escape from certain situations. or smaller, or knock it prone.
You can’t escape while a hostile creature has you Arching Slice
within its reach, and if you move within reach of a
hostile creature it can try and stop you. A creature (Replaces additional attack after a hit)
that is not restrained can usually try and escape as If you take the Attack action and hit with a melee
long as it is not trapped by some other means, such weapon and deal slashing damage, in place of a
as being in a locked room or a collapsed cavern. subsequent attack you may choose to perform an
Arching Slice. Choose any number of creatures within
In combat, most creatures stay alert for enemies your reach besides the target of the original attack.
fleeing, and if you withdraw from the area around If the original attack roll would hit the additional
it, a creature usually tries to stop you. However, creatures, they take slashing damage equal to your
under certain circumstances such as if a creature is ability modifier that was used for the original attack.
distracted, the GM might allow you to gain advantage
on a contested roll made as part of the escape. Even if Deep Stab
you do escape, you can still be pursued.
(Replaces additional attack after a hit)
Reactions When you take the Attack action and hit with a melee
attack with a weapon and deal piercing damage,
Maneuver you can choose to forgo one of your subsequent
additional attacks in order to drive your weapon
As a reaction, you can switch places with an ally who deeper. When you take the Attack action and Deep
wants to maneuver into to your position. Stab you make a special attack roll against the same
target and gain a +5 bonus to this roll. You don’t add
When an allied creature moves into a space you your ability modifier to the damage of this second
control, it can end its move there if you use your attack.
reaction to immediately move into the space it
previously occupied. You must be able to move into Expert Snipe
that space and it must be within be more than 5 feet
away from you. (Replaces additional attack before making an attack)
If you’re able to make multiple attacks when taking
the Attack action you can replace two of those attacks
with a single well aimed missile. When you take the
Attack action and make an Expert Snipe, make an
attack with a ranged or thrown weapon. You gain a
bonus to your attack roll equal to your level (an NPC
or monster adds its CR instead).
15
Galder's Gazeteer:
Chapter 2
Player Options
Po a f t e o u h a e
o m sb s t l .I al
Ia el eb a f n v
ar l, e el ab
bn d e g u er id i
h u d, e n st e e or
ur h ns t i .A h
n ie a r. nu lt
wd e n h ea e
t tr h e ai ee
s , n ie e, r r i e! N e t n
o f e o ,u u ae r n
ei mh su e.
Rebel
From Zachary Huynh
Dirt-ridden and sun-baked, a denizen of the city
stands like a general over a pile of scape, a makeshift
podium of sorts, orating to a massing crowd of
huddled poor folk, pitchforks and torches clenched in
fists. They shout of a cause greater than themselves,
of revolt and revolution.
Their words incite the mob and bring unity to
a fragmented majority. They march with newly
discovered vigor and stride without pause up the
cobbled streets, parading the general like an icon
before them to the steps of the castle walls. Wooden
gates break and burn before the frenzied crowd. The
city guards and king’s knights buckle before the
weight of the mob.
The tyrant king is brought to their knees before the
serfs, and the crowd’s pleas are finally heard. Cheers
and celebration abound while the general of the scrap
pile disappears into the night, making way toward the
next city to begin again.
Iconoclasts
Rebels are defined by their charismatic presence and
ability to draw forth the masses toward a singular
cause. Successful rebels are not lone wolves, but
instead work tirelessly to gather the strength of
others. Deal makers who appreciate the power of
conviction, rebels interact with each new face as
an opportunity to forge an alliance and strike a
bargain of mutual benefit. Successful revolutionaries
maintain status in their followers eyes by serving as
both leaders and servants to the cause.
Shared Conviction
Rebels derive their power from their followers.
Through the strength of their shared conviction,
rebels maintain a magical bond with their followers
to both give and receive extraordinary abilities. The
mechanisms behind this bond can change to fit the
setting within which you are playing. These bonds
can be perpetrated by devils and contracts signed in
blood, manifested through sacred practices much
like a paladin and their faithfulness to an ideal, or
even bound and enforced by celestials or primal
spirits.
Creating a Rebel
As you create your rebel character, consider what
cause you strive for, and how your followers might
aid in its fruition. You might have been recently
radicalized by a grave injustice, or perhaps you are
part of a long standing resistance movement whose
moment has come.
tHe rebel table
Level Proficiency Conviction Features
Bonus Points Conviction, Relational Investigation, Revolutionary Path
2 Expert Influence, Soul Covenant
1st +2 2 Revolutionary Path Feature, Writ of the Covenant
2 Ability Score Improvement
2nd +2 2 Coordinated Attack
3 Revolutionary Path Feature
3rd +2 3 Additional Covenant Writ
3 Ability Score Improvement, Force of Will
4th +2 3 Dominating Presence
4 Ringleader
5th +3 4 Revolutionary Path Feature
4 Ability Score Improvement
6th +3 4 Additional Covenant Writ
5 Invigorating Comradery
7th +3 5 Writ Improvement
5 Ability Score Improvement
8th +3 5 Revolutionary Path Feature
6 Tontine
9th +4 6 Ability Score Improvement
6 Revolutionary Paragon
10th +4 6
11th +4
12th +4
13th +5
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6
Class Features equiPment
As a rebel, you gain the following class features. You start with the following equipment, in addition to
the equipment granted by your background:
Hit Points
• (a) scale mail or (b) leather armor
Hit Dice: 1d8 per rebel level • A simple weapon
Hit Points at 1st Level: 8 + your Constitution •• (a) a diplomat’s pack or (b) an explorer’s pack
A shortbow and a quiver of 20 arrows
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Multiclass Rebel
Constitution modifier per rebel level after 1st You must have a minimum Charisma score
of 14 to take a level of the rebel class as a
Proficiencies multiclass character, or to take a level in
another class if you are already a rebel. When
Armor: Light armor, medium armor, shields you first gain a level in the rebel class as a
Weapons: Simple weapons multiclass character, you gain proficiency with
Tools: Choose any one light armor and simple weapons.
Saving Throws: Wisdom, Charisma
Skills: Choose three from Deception, History, Insight,
Intimidation, Perception, Performance, Persuasion,
and Religion
19
Galder's Gazeteer: Rebel
Revolutionary Path Soul Covenant
At 1st level, your revolutionary path determines your Starting at 2nd level, you can forge a special bond
methodology of inducting allies toward your cause. with your allies, called a soul covenant. You can
You can choose between Heretic or Insurrectionist. choose a willing creature you can see within 30 feet
Each of these revolutionary paths are detailed at the of you that shares a language with you. By performing
end of the class description. Your choice grants you a 1-hour ritual that includes proclaiming your
features at 1st level, and again at 3rd, 6th, 11th, and convictions to the creature, you form a magical bond
17th level. with it. Either creature can use their action to dismiss
this effect at any time.
Conviction
You can have a number of creatures bonded with
At 1st level, you gain a pool of conviction points, you at a time equal to your Charisma modifier.
representing your charismatic zeal.
Your conviction empowers both you and the
Your rebel level determines the number of bonded creatures you share a soul covenant with. By
conviction points you have, as shown in the using your action and spending one conviction point,
Conviction Points column of the Rebel table. You you can choose a bonded creature you can see and
regain all conviction points after completing a short activate any of the following effects, which end when
or long rest. you finish a short or long rest.
You can spend these points to fuel various features Shared Sight. You can choose to see through
amongst your bonded creatures. You start knowing a bonded creature’s eyes and hear what it hears,
one feature. gaining the benefits of any special senses the creature
has. While perceiving through the creature’s senses,
Quick Guidance. You can spend 1 conviction point you are deaf and blind with regard to your own
to use the Help action as a bonus action on your turn. senses.
Relational Investigation Shared Prowess. You gain proficiency in a single
armor type and a single weapon that a bonded
Starting at 1st level, you gain the ability to keenly creature is proficient with. Alternatively, you can
discern the friends and foes of another person. You learn to cast a cantrip that a bonded creature knows;
have advantage on ability checks made to learn the Charisma is your spellcasting ability for that cantrip.
true attitude a creature has toward any other creature
you have seen it interact with. Shared Aptitude. You gain proficiency in a single
skill or tool that the bonded creature is proficient
Starting at 2nd level, when you use the Help action to with. Alternatively, you can learn to speak, read, and
aid an ally in combat, the ally can add a bonus to the write a language that the bonded creature also knows.
attack roll equal to your proficiency bonus.
Writ of the Covenant
At 3rd level, you join in a written agreement with
those with which you share a soul covenant that
empowers your bond further. You create this writ
during your bonding ritual, and you can activate it by
spending 1 conviction point. You must be able to see
the bonded creature, and it must be within 30 feet of
you to activate the writ.
Pick one Petty Writ at 3rd level. You also pick a
Minor Writ at 7th level and a Major Writ at 13th level.
Whenever you gain a level in this class you can replace
a writ that you previously picked for another of the
same type.
Petty Writs
At 3rd level, choose one of the following writs.
Writ of Mobility. You can forego any movement
on your turn to hasten a bonded creature. When you
do so, the bonded creature can immediately use its
reaction to move up to their speed without provoking
opportunity attacks.
Writ of Fury. You can use a bonus action on your I re ec sa o h
turn to inspire the fury of a bonded ally. When you do t i a sa r s o r
so, the bonded creature you choose when you use this r . Sh t na
feature can make an additional weapon attack if they r or e, i s v
take the Attack action before the end of its next turn. gaal hh s d. S
w e, s a, o
Writ of Defense. When a bonded creature is hit c a r te i h aa
by an attack, you can use your reaction to grant the I a t s d. a n e s,
creature a +5 bonus to its AC until the beginning of ag n ti
its next turn, including against the triggering attack. hr e o ht
ai h u n r e.
minor Writs Th a l h a t h
t rt e d rg
You gain one of the following writs at 7th level. rt,h n ra s
Writ of Affliction. When you would be blinded, go rs r a c
l .Wt h cre n e
charmed, deafened, frightened, paralyzed, petrified, p l y u u, h
poisoned or stunned, you can use your reaction to w i z h g he e l
instead affect a willing bonded creature not currently rm i.
affected by the same condition. Alternatively, if a
bonded creature would be inflicted with one of those Coordinated Attack
conditions, you can instead choose to have it affect
you. If the effect that inflicted the condition allows Starting at 5th level, when you take the Attack action,
for saving throws to be made to end it, the creature one bonded creature within 30 feet may also make a
suffering the condition makes the saves, not the single melee or ranged weapon attack.
originally targeted creature.
Force of Will
Writ of Sacrifice. When a bonded creature is forced
to make a saving throw, you can use your reaction to Beginning at 8th level, you gain a bonus to the
grant that creature advantage if you are proficient in damage from your melee or ranged weapon attacks
that saving throw. equal to your Charisma modifier.
Writ of Haste. During your turn, you can use an Dominating Presence
action to allow a bonded creature to immediately
use their reaction to take the Attack, Dodge, or Hide Starting at 9th level, as an action, you can magically
actions, or to move up to their speed. assert your will. Creatures of your choice within 30
feet are affected by one of the effects listed below
major Writs (your choice). Once you use your Dominating
Presence, you must finish a short or long rest to do so
At 13th level, choose one of the following writs. again.
Writ of Lucidity. As a bonus action, you can
Air of Discord. You unleash a crushing rebuke
transfer concentration of a spell or ability from a that breaks the psyche of your foes. Each affected
bonded creature to yourself. If the current remaining creature must make a Wisdom saving throw (DC = 8
duration of the spell is greater than 1 minute, it is + your Charisma modifier + your proficiency bonus),
reduced to 1 minute. taking 4d10 psychic damage on a failure, or half as
much on a success. Creatures that fail the saving
Writ of Valor. As an action, you can grant a bonded throw are also frightened of you until the end of their
creature advantage on all ability checks and attack next turn.
rolls until the end of their next turn.
Command Loyalty. For the next 24 hours, when
Writ of Vitality. As a reaction, when an attack hits a you make a Charisma check to influence an affected
bonded creature, you can reduce the damage taken by creature, you add double your proficiency bonus if
that creature. This must be done before the damage you are using a skill in which you are proficient.
dice are rolled. Roll 1d12 and reduce the damage
by the amount rolled. You may spend additional Unmatched Kinship. For 1 minute, the first time
conviction points on this ability, rolling an additional an affected creature fails a saving throw to avoid
1d12 for each additional point spent. being charmed or frightened, you can attempt to
bolster your ally’s resolve. The affected creature adds
Ability Score Improvement a bonus to the result equal to your Charisma modifier,
potentially turning the failure into a success.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature.
21
Galder's Gazeteer: Rebel
Ringleader Revolutionary Path
When you reach 10th level, your renown and ideology Each rebel differs in their cause, whether through
are widespread. If there are creatures friendly to your the resistance of religious institutions like the
revolutionary ideology in a populated area, you can heretic or through sympathy of the oppressed
spend 8 hours gathering rumors and following leads like the insurrectionist. Each path has different
to find a dedicated espionage agent. methodologies for gathering supporters and bringing
about revolution.
This NPC spy continues to reside in the area and
can reliably communicate with you as you continue Heretic
your adventures, as long as you are within 500
miles. The spy automatically reaches out to inform The heretic draws others to their cause through the
you about major changes in the area such as a new resistance of religious institutions. A heretic may do
noble family seizing power or growing threats to your so by pointing out hypocrisy or injustice in the faith,
revolutionary ideology. or by questioning the faith itself.
You can have a number of spies in your ring equal to KnoW tHy enemy
your Charisma modifier. You can dismiss a spy at any
time, or a spy may leave your ring if it grows hostile to When you choose this revolutionary path at 1st level,
you or your revolution. you gain proficiency in Religion and History.
Invigorating Comradery revenge of tHe faitHless
Starting at 14th level, when you finish a short or long Starting at 3rd level, when you or a bonded creature
rest, you can inspire those with whom you share a you can see miss an attack roll, you can use your
soul covenant. You make a 1-minute speech or other reaction and spend one conviction point to reroll the
display of comradery. A bonded creature that can see attack. If the attack hits, you can add 1d8 additional
or hear you gains a number of temporary hit points necrotic or radiant damage (your choice) to the
equal to 1d8 + your Charisma modifier. attack.
Writ Improvement PoWer from WitHin
At 15th level, the range at which you can activate your Starting at 6th level, rather than rely on any outside
writs increases from 30 feet to 60 feet. power, you’ve taught others how to put faith in
themselves. As an action, you can choose to spend
Tontine any number of conviction points. Creatures within
60 feet of you with whom you share a soul covenant
Starting at 18th level, when you or a creature with that can see or hear you gain a bonus to attack rolls
whom you share a soul covenant you can see within and saving throws equal to the number of points
60 feet takes damage, you can choose any number spent until the end of your next turn.
of other creatures with whom you share a soul
covenant you can see within 60 feet. Distribute false miracle
the damage taken between the original target and
the chosen creatures. Apply any damage resistance Starting at 6th level, you learn a new heresy. When
or vulnerability of the target creatures after you you fail an ability check or saving throw, you can
distribute the damage. succeed instead. Once you use this feature, you
cannot use it again for 7 days.
Revolutionary Paragon
aPostate's endurance
Starting at 20th level, as a bonus action, you can
recover all spent conviction points. Once you use this Starting at 11th level, when you take damage, you can
feature, you must finish a short or long rest before use your reaction to give a creature with whom you
you can do so again. share a soul covenant within 60 feet resistance to
that damage type until the end of your next turn.
debunK miracle
At 17th level, as an action, you can end one spell or
magical effect on a creature or object you are aware
of within 30 feet. Once you use this feature, you
must finish a short or long rest before you can do so
again.
Insurrectionist Charisma saving throw (DC = 8 + your Charisma
modifier + your proficiency bonus). On a failure, the
Insurrectionists work through deception and target must immediately expend its reaction to make
insurgency to usurp and topple regimes using the a melee attack against a creature within reach that
power of the downtrodden and subjugated. you choose.
voice of tHe masses covert oPerator
At 1st level, when you choose this revolutionary path, Starting at 6th level, you can use your action to
you learn to speak, read, and write any two languages shield the identity of your followers. Creatures with
of your choice. Additionally, you can speak and whom you share a soul covenant within 60 feet
understand all languages known by creatures with gain an illusionary disguise as if under the effects
whom you share a soul covenant. of a disguise self spell. You choose the nature of the
disguise and must concentrate on the effect as if
insidious rHetoric concentrating on a spell. The effect lasts up to 1 hour.
Starting at 3rd level, after speaking with a creature for Once you use this feature, you may not do so again
at least one minute, you can attempt to enthrall them until after you finish a long rest.
with your beguiling oration. If you do so, you must
concentrate on the effect as if concentrating on a seize tHe zeitgeist
spell. The creature must make a Wisdom saving throw
(DC = 8 + your Charisma modifier + your proficiency At 11th level, when a creature with whom you share a
bonus) or be affected as if under the suggestion spell. soul covenant that you can see makes an opportunity
Once you use this feature, you may not do so again attack, you can use your reaction to move up to your
until you finish a long rest. speed.
incite mutiny rebel commander
Beginning at 6th level, you can sow strife and discord At 17th level, you are immune to magic that can
among your foes. As an action, spend any number detect your thoughts or emotions, and to divination
of conviction points and then choose that many spells unless you choose to be affected. You also can
creatures within 60 feet. A target must be able to communicate telepathically with a creature with
see or hear you. Each targeted creature makes a whom you share a soul covenant with at any distance
on the same plane of existence.
23
Galder's Gazeteer: Rebel
Runewielder Ancient Power
From Rory McNeice Runewielders are heirs to a magical tradition
A heavy footsteps crunch on stone, and in the stretching back to the first mortal attempts to
darkness glowing symbols, shining off the platemail capture and channel magic. Through ancient runes
and massive maul they adorn, shrouded in his carved into flesh and stone they become conduits
shimmering aegis, the dwarf advances confidently, for raw, unrefined magics, channeling that energy to
one crunching step at a time. A strange young man bolster their strength and wield great powers.
stands atop a stone, their loose clothes billow and
whip in the wind revealing the complex swirling runic The ancient languages that hold the secrets of this
tattoos that wind about their body, as he leaps from power are often unlocked only through careful and
the stone one glows warping the gravity about him rigorous study. Devotion to finding the perfect forms
and he lends gentle on the ground with the barest tap. of the letters reopens forgotten pathways to the
The elf casts open a heavy bound leather tome, it’s primal power these words once had.
pages spilling over with glowing sigils before landing
on the one she seeks, she slams her hand down upon Elements of the Rune
and charging orcs fall staggering to the knees under a
great force. A rune is a structure of magical language. The main
component of a rune is the root which describes
the essential element of reality which is the rune ‘s
domain. These can vary from elemental powers like
fire to abstract forces like gravity.
How it influences this domain rests on the skill and
craft of the Runewielder that inscribes it, and with
great care can magically manipulate the domain with
absolute control.
Stemming from the root of the rune are voices,
commands that give action to the property of the
root.
These levers of control can be exercised through
runic commands that channel the power it holds over
its attribute to a specific purpose at the guidance of
the runewielder.
Creating a Runewielder
As you make a runewielder character, think about
how you learned the ancient language and why you
seek its power. Were you the apprentice of a guardian
warrior who passed on the secrets of runes kept
to defend your home? Maybe you stumbled across
making runes when perfecting another craft and
became enthralled by the mystic potential you found.
In many cases, the lure of expanding their knowledge,
and power, drives runewielders to adventure.
runewielder table
Proficiency Runes
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Rune Craft, Symbolic Language 1 —————
1 2 ————
2nd +2 Runic Spellcasting, Reinforced Commands 2 3 ————
2 3 ————
3rd +2 Runic Tradition, Runic Flare 2 4 2 ———
2 4 2 ———
4th +2 Ability Score Improvement 3 4 3 ———
3 4 3 ———
5th +3 Tradition Feature 3 4 3 2 ——
3 4 3 2 ——
6th +3 Runic Rituals 4 4 3 3 ——
4 4 3 3 ——
7th +3 Additional Runic Flare 4 4 3 3 1—
4 4 3 3 1—
8th +3 Ability Score Improvement 5 4 3 3 2—
5 4 3 3 2—
9th +4 Runic Rituals improvement,Well Versed 5 43331
5 43331
10th +4 Arcane Interference 5 43332
5 43332
11th +4 Tradition Feature
12th +4 Ability Score Improvement
13th +5 Runic Rituals improvement, Runic Tools
14th +5 Tradition Feature
15th +5 Additional Runic Flare
16th +5 Ability Score Improvement
17th +6 Runic Rituals improvement
18th +6 Traditon Feature
19th +6 Ability Score Improvement
20th +6 Emblazoned Spell
Class Features equiPment
As a runewielder, you gain the following class You start with the following equipment, in addition
features: to the equipment granted by your background: • (a)
a light crossbow and quiver of 20 bolts or (b) any two
Hit Points simple weapons.
Hit Dice: 1d8 per runewielder level •• (a) scale mail or (b) leather armor
Hit Points at 1st Level: 8 + your Constitution • (a) a scholar’s pack or (b) an a dungeoneer’s pack
• Artisan tools matching your chosen tool proficiency
modifier A runic focus.
Hit Points at Higher Levels: 1d8 (or 5) + your
Speaking Runes
Constitution modifier per runewielder level after 1st
Just as each runewielder is distinct in the artistic
Proficiencies style their runes take, a runewielder vocalizes
their runes in a unique way. However, the pitch,
Armor: Light armor, medium armor, shields. rhythm and length of the spoken form of a rune
Weapons: Simple weapons are similar across traditions. These consistent
Tools: One artisan tool of your choice. patterns suggest the arcane language may have
Saving Throws: Intelligence, Wisdom. been discovered, rather than created.
Skills: Choose three from Arcana, Deception, History,
Investigation, Medicine, Nature, Religion, Sleight of
Hand.
25
Galder's Gazeteer: Runewielder
Multiclass Runewielder Manifest. This voice can only be used while the
rune is marked on a runic focus. It allows you to
You must have a minimum Intelligence score of manifest the power of the rune, emblazoning it at
13 to multiclass into or out of the runewielder another point, and exerting an effect on the area
class. When you do so, you also gain proficiency around it. You can dismiss the manifestation at any
with simple weapons, light and medium armor, time (no action required). You can only have one rune
and shields. manifested at any given time. Manifesting a second
rune immediately ends the manifested effect of any
When you are determining your total spell existing manifestation.
slots using the Multiclass Spellcaster table,
you add half your runewielder level (rounded Strike. This voice can only be used if a rune is
down). The maximum level of spell you can cast inscribed on a runic focus. Generally, this voice allows
using runes is determined by your levels in the you to use the rune to directly assault a target using
runewielder class, being able to cast 1st level the properties of the rune’s root.
spells using runes at 2nd level, and increasing
at 5th ( 2nd level spells), 9th (3rd level spells), learning runes
13th ( 4th level spells), and 17th level (5th level
spells). You learn one rune when you gain this feature. You
learn an additional rune at 3rd, 7th, 11th, and 15th.
Runecraft When you gain a level in this class, you can choose
to study a new rune, changing one of your selected
At first level, you gain the ability to create powerful runes. You could discover these new runes in dusty
magic runes. At the end of a long rest, you can tomes in ancient monasteries, carved into cliff faces
inscribe each basic rune you know once. If you or cairns, tattooed on evil mages, or in other places
inscribe the same rune a second time, the first loses during your adventures.
its magic. A magical rune can be placed on a weapon,
suit of armor, creatures, or a runic focus. Though Runic Focus
the inscribing of runes is done by magic, the form
the rune takes is up to you: etching in weapons and When you gain the ability to cast runewielder spells,
armor, carvings on stone, or magical tattoos are all you can use a runic focus as your spellcasting focus
examples ways to mark runes. for casting a spell as long as it has the rune inscribed
on it. Your runic focus can be an arcane focus marked
Once inscribed, a rune’s root property grants a with runes, a book, a stone tablet, or a similar object
benefit, either enhancing a weapon, set of armor, worth at least 10 gp on which runes could be depicted.
or even a creature directly. The creature tattooed,
wearing, or wielding an item the rune is inscribed on Symbolic Language
is referred to as its beneficiary.
Additionally at 1st level, your grasp of ancient and
The options for these basic rune forms are symbolic scripts grants you the ability to read and
presented at the end of this class. write two additional languages of your choice.
Typically, these are rare or esoteric languages. Your
runic Voices knowledge of these languages extends only to their
written form; you do not gain the ability to speak
In addition to its root effect, you can use the rune to these languages.
control its essential element with runic commands,
called a voice. The specific effect of each rune’s voice Runic Spellcasting
is unique to that particular rune.
As part of your study of runic magic, you gain the
You can use your action to vocalize the language of ability to cast certain spells at 2nd level. See the
an ancient rune aloud on runes you created within 60 general rules for spellcasting, and the runewielder
feet of you. Some voices can only be activated when a spell list at the end of this section. The individual
rune is inscribed on something specific, like a weapon runes you learn also play a major role in your
or your runic focus. spellcasting.
Enhance. To use this voice, a rune must be sPell slots
on a weapon, creature, or suit of armor. Most of
these voices either enhance the next attack of the The runewielder table shows how many spell slots you
beneficiary or grant another momentary boon. have to cast your runewielder spells of 1st level and
higher. To cast one of your runewielder spells, you
Erupt. This voice causes runes to erupt violently, must expend a slot of the spell’s level or higher. You
assailing all creatures within a certain radius of regain all expended spell slots when you finish a long
the rune. If the rune is manifested, the manifested rest.
location serves as the center point of the eruption.
sPells Known Runic Flare
Each rune you inscribe allows a certain range of Additionally at 3rd level, you gain the ability to flare a
magical spells to be cast. Thus the spells you learn are rune you have inscribed. You can use a voice of a rune
limited in scope to the runes you know. The spells you that would normally take an action as a bonus action.
learn as you master a certain rune are listed with them. You can do this twice, and regain all uses when you
finish a short or long rest.
sPecial range of runes
You gain an additional use of this feature at 7th
If a spell has a range other than self, you can only cast (three uses) and 15th level (four uses).
it while the rune you learned it from is marked on
your runic focus. If a spell has a range of self, you can Ability Score Improvement
expend a spell slot to cast the spell, but it will target
the rune’s beneficiary (which can be you). When you reach 4th level, and again at 6th, 8th, 12th,
14th, 16th, and 19th level, you can increase one ability
sPellcasting ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t
Intelligence is your spellcasting ability for your increase an ability score above 20 using this feature.
runewielder spells, since you learn your spells
through detailed study and application of runes. Runic Rituals
You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Starting at 6th level, you can use your knowledge
Intelligence modifier when setting the saving throw to mark special runes that allow you to cast rituals.
DC for a runewielder spell you cast and when making You can cast any runic spell you know with the ritual
an attack roll with one. tag as a ritual. Additionally, you can select two 1st
level spells and one 2nd level spell from the Wizard
Spell save DC = 8 + your proficiency bonus + your spell list with the ritual tag. You learn special runic
Intelligence modifier inscriptions that let you cast these spells as rituals.
Spell attack modifier = your proficiency bonus + You learn an additional spell from the Wizard list
your Intelligence modifier at 9th, 13th, and 17th level. These spells must be of
a spell level equal to or less than your level of your
Reinforced Voices highest level slot.
At 2nd level, when you use a Strike voice or an Well Versed
Enhance voice that adds to damage to an attack, you
can expend a spell slot to reinforce the command Starting at 9th level, you learn to read and write
causing it to grant or deal additional damage. The two additional languages. Additionally, you have
additional damage is 1d8 for a 1st-level spell slot, advantage on Intelligence ability checks made to
plus 1d8 for each spell slot higher than the 1st, to a understand any written language, code, or cypher.
maximum of 4d8. You can reinforce an Erupt voice,
increasing its radius by 5 feet per level of the spell slot Arcane Interference
spent.
Starting at 10th level, as a reaction to an allied
If a reinforced voice causes a creature to become creature (including yourself) making a saving throw
bloodied by acid, cold, fire, or lightning damage the against a spell, you can expend a use of your Runic
creature must make a Constitution saving throw Flare feature to give it advantage on that saving
against your spell save DC or additionally become throw. The allied creature must be inscribed with or
burned until the start of your next turn. in possession of an item inscribed with one of your
runes to benefit from this feature.
Runic Tradition
Runic tools
At 3rd level, you choose an archetype that reflects
your learned approach to using runes. Choose Runic At 13th level, your mastery of runic knowledge is such
Knight, Runic Mystic, or Rune Sage, all detailed at the that you can create several magical tools for your
end of the class description. The Tradition you choose convenience. You can inscribe runes on two Tiny
grants you features at 3rd level and again at 5th, 11th, objects, and subsequently any creature carrying that
14th, and 18th level. item can use it to cast a cantrip. You can inscribe
runes to make these tools hold cantrips from the
Your Tradition might also reflect the reverence you following list: druidcraft, message, or prestidigitation.
give to the language itself. Are the markings so sacred
that permanently marking them on your body shows If the item is lost or destroyed, you can recreate it
the proper reverence? Or are runes as benign as any with 1 minute of work.
other language, fitted for scraps of paper to be later
discarded?
27
Galder's Gazeteer: Runewielder
Emblazoned Spell PrePared actiVation
Starting at 20th level, when you cast a spell using a Starting at 14th level, if a rune inscribed on your
rune that requires concentration, you expend a use of armor grants you the ability to cast a spell with a
your Runic Flare feature to brand an ethereal imprint range of self and the spell has a casting time of one
of that rune into space at that point the spell comes action, you can change the casting time to one bonus
into effect. The spell effects continue as though you action instead.
were in the rune’s space. In addition, when you cast
a spell in this way, the effect is powered by the rune, arcane bulwarK
relieving you of the need to continue to concentrate
on the spell. At 18th level, when you don armor with at least one
rune marked on it, you gain temporary hit points
The rune lasts for the duration of the spell, but it equal to your Intelligence modifier + the number of
can be destroyed ending the spell early. It has an runes marked on armor.
AC of 10 and 25 hit points, and is immune to non-
magical bludgeoning piercing and slashing damage. Runic Mystic
You can dismiss the rune as bonus action to end the
spell earlier. Decorated by glowing tattoos, mystics favor
inscribing runes on themselves directly. Mystics
Runic Traditions often attach special meaning to each tattoo,
representing a spiritual path, a philosophy, or a
Different runewielders choose different approaches higher understanding. They have a deep personal
to perfecting their arcane craft. The runic tradition relationship with every part of the rune’s mark, and
you choose reflects guides how you use your runes. the significance of every stroke.
Runic Knight mystical tattoos
Wreathing themselves in magical rune wrought When you choose this archetype at 3rd level, you gain
armor Runic Knights take to the field as magically power for each rune your mark upon your own body.
enhanced warriors, heavily defended and armed. They While you are inscribed by one or more runes, you
tend toward inscribing the runes to stone and metal, count as a runic focus and gain additional benefits.
valuing permanence and tradition. To these warriors, Your unarmed strikes deal a d4 for damage (if not
the meaning of the runes is often a battle tradition already higher), and you can add your Intelligence
and symbolic to a clan or heritage. modifier to the attack and damage rolls instead of
your Strength modifier. Additionally, your AC equals
runic equiPment 12 + your Dexterity modifier while you are wearing no
armor.
When you choose this archetype at 3rd level, you gain
proficiency with any armor or weapon that you have Both these benefits improve as you add more
a basic rune marked on. For example, if you mark a runes to yourself as shown in the Mystical Tattoos
longsword with a Rune of Fire, you gain proficiency Improvement table.
with that longsword.
mystical tattoos imProVement
Additionally, weapons become a runic focus when
you wield them. Number Unarmed Unarmed
of Runes Strike Damage Base AC
extra attacK
1 d4 12
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your 2 d6 13
turn.
3 d8 14
runeforged weaPonry
4 d10 15
Starting at 11th level, whenever you hit a creature with
a melee weapon inscribed with one of your runes, the 5 d12 16
creature takes an extra 1d6 force damage.
runic battlecry emPowered Voices
Beginning at 5th level, when you take the Attack action, Starting at 11th level, when you roll damage from an
you can use one voice as part of the same action. effect from a voice, add one additional damage die to
the damage rolled.
mystic enHancement
imProVed reVerberation
Starting at 11th level, when you use an Enhance voice
that increases the damage of your next attack, it You can better pair your understanding of a rune’s
adds an additional 2d6 damage of the type matching magic with its spoken element. At 14th level, when
the runic enhancement. When using a voice grants you use action to cast a spell you learned from a rune
you an additional attack as part of taking the Attack marked on your runic focus, you can quickly vocalize
action, you can additionally make a single unarmed its power. You can use a voice of that rune as a bonus
strike as a bonus action. action instead of an action.
force transfer glyPHs of Power
At 14th level, when you hit a creature an unarmed At 18th level, your research has unlocked runes of
strike, you can channel the power of your mystic magnificent power. You learn the glyph of warding
tattoos into your blow. Immediately after you hit, you and symbol spells. You can cast each once without
can use your bonus action to cast a spell that would expending a spell slot, and the gp cost of the material
normally require an action to cast. The spell must be components required to cast the spells are halved.
one learned from a rune inscribed on your body, and You regain the ability to cast the spells in this way
it must either target the creature you hit or have the when you complete a long rest.
effect be centered on it.
Runes
infused being
The runes available to be learned are listed below.
You’ve opened yourself to your mystic truth so Each rune has its basic effect described, followed by
completely that energy flows seamlessly through you. the effects the rune’s voices have when used. The
At 18th level, you can use the Enhance effect of one spells you learn when you choose a rune are listed at
rune marked on your body at the start of your turn the end of the rune’s description.
without requiring an action.
rune of blood
Runic Sage
When inscribed on a weapon, that weapon gains +1
Highly technical and knowledgeable, these scholars bonus to attack and damage rolls when attacking
delve into the language of runes as an academic bloodied targets.
pursuit, unlocking the ancient secrets and piecing
together what runic magic precisely did and still Spells: cure wounds, hold person, vampiric touch
means. Strike. Make a ranged spell attack against a
creature within 30 feet of you, dealing 1d6 + your
Compared with other runewielder, Sages have the Intelligence modifier piercing damage on hit. This
least reverence for the runes they physically inscribe. attack has advantage against targets that are bloodied.
Rather than intricate carvings or intimate tattoos, A creature hit with this attack has disadvantage on
often they merely scribe runes on slips of fragile Dexterity (Stealth) check against you for the next
and fleeting paper. To a sage though, that does not minute as you vaguely sense the presence of its blood.
diminish the deeper value of the ancient language of Manifest. Blood begins to be drawn toward a point
magic the runes represent. within 30 feet. Any bloodied creature of your choice
that ends its turn within 5 feet of the point takes 1d6
rune scribe slashing damage.
Erupt. The rune flares, dealing an 1d6 slashing
Starting when you choose this archetype at 3rd level, damage to all bloodied creatures within 10 feet of it.
your scholarly discipline allows you to mark a second For each 1d6 damage this voice deals when used, a
copy of any rune without the first losing its magic. creature of your choice within the affected radius
The second copy of the rune must be on a runic focus gains 1d6 temporary hit points.
made of paper, parchment, vellum or similar material. Enhance. After using this voice, the next time the
weapon it is inscribed on deals piercing or slashing
runic reVerberation damage, it does an extra 1d4 damage of the same
type or 2d4 if the target is bloodied. The beneficiary
Beginning at 5th level, when you use your action to wielding the weapon gains temporary hit points equal
use a voice, you can activate a second voice as part to the extra damage.
of the same action, using either the same rune or a
different rune.
29
Galder's Gazeteer: Runewielder
rune of fire If you inscribe this rune on a creature or armor, you
can select when you inscribe the rune to either grant
When this rune is marked on a weapon or creature, the beneficiary advantage on Strength saves to avoid
damage dealt by that weapon or by that creature’s being moved or resistance to damage taken from
unarmed strikes becomes fire damage. falling.
Spells: burning hands, scorching ray, wall of fire Spells: feather fall, jump, levitate
Strike. A bolt of fire launches from the rune at a Strike. Creature of your choice within 30 feet must
creature within 60 feet. Make a ranged spell attack. succeed a Strength saving throw against your spell
On hit, the target takes 1d8 + your Intelligence save DC or take 1d4 bludgeoning damage and be
modifier fire damage. knocked prone.
Manifest. Fire appears in a 5 foot radius from a Manifest. Choose a point within 30 feet. Everything
point you choose within 30 feet. For 1 minute, when Large or smaller that is not tied down or otherwise
a creature enters the area or starts its turn there, it restrained is pulled inward toward the point for 1
must make a Dexterity saving throw against your spell minute, moving 10 feet closer to the point at the end
save DC or take 1d8 fire damage. of each of your turns. If a creature within the radius
Erupt. Flames erupt in a 10 foot radius around this tries to move away from the point, it must succeed a
rune or the point it is manifested. Creatures within Strength saving throw against your spell save DC or
the affected area must make a Dexterity saving throw fall prone. A creature can crawl while away from the
against your Spell Save DC or take 1d10 fire damage. If point without making a save.
this rune is marked on a creature or set of armor, the Erupt. A surge of gravity pulls all creatures within
beneficiary automatically passes the saving throw. 10 feet of the point toward it. Creatures within the
Enhance. When this voice is used, the beneficiary radius must succeed a Strength saving throw or be
of the inscribed rune adds 1d8 + your Intelligence pulled 10 feet towards the target point. If this would
modifier fire damage to the next damage roll they make them collide with a Medium or larger object
make from a melee weapon attack before the start of or another creature, it moves the closet open spot,
your next turn. and take 1d6 bludgeoning damage. If reinforced, the
distance a creature that fails its save against the
rune of ice effect is moved also increases by 5 feet.
Enhance. The beneficiary of the inscribed rune
When this rune is marked on a weapon or creature, adds 1d8 + your Intelligence modifier damage to the
damage dealt by that weapon or by that creature’s next damage roll they make from a melee weapon
unarmed strikes becomes cold damage. attack before the start of your next turn. The
additional damage is of the same type as the weapon.
Spells: sleet storm, ice storm, cone of cold
Attack. A lance of ice shoots forth from the rune rune of ligHtning
at a creature within 60 feet. Make a ranged spell
attack. On hit, the target takes 1d8 + your Intelligence When this rune is marked on a weapon or creature,
modifier cold damage. damage dealt by that weapon or by that creature’s
Manifest. Choose a point within 30 feet of the rune. unarmed strikes becomes lightning damage.
A 10 foot radius area around the point freezes solid,
creating difficult terrain for 1 minute or until the Spells: thunderwave, lightning bolt, storm sphere
manifestation ends. Strike. A jolt of lightning shoots forth from the
Erupt. The temperature plummets and magical rune at a creature within 60 feet. Make a ranged spell
frost forms in a 10 foot radius around this rune attack. On hit, the target takes 1d8 + your Intelligence
or the point it is manifested. Creatures within the modifier lightning damage.
affected area must succeed on a Constitution saving Manifest. Energy crackles and sparks in 5 foot
throw against your spell save DC or take 1d6 cold radius from a point you choose within 30 feet. For 1
damage and have their movement speed reduced by minute or until the manifestation is dismissed, once
10 feet. If this rune is marked on a creature or set on your turn you can choose a creature within the
of armor, the beneficiary automatically passes the radius. That creature must make a Dexterity saving
saving throw. throw against your spell save DC or take 2d6 lightning
Enhance. The beneficiary of the inscribed rune damage.
adds 1d8 + your Intelligence modifier cold damage to Erupt. Arcs of lightning erupt in all directions
the next damage roll it makes from a melee weapon in 10 foot radius around this rune or the point it
attack before the start of your next turn. is manifested. Creatures within the radius must
succeed a Dexterity saving throw against your spell
rune of graVity save DC or take 1d8 lightning damage. If this rune is
marked on a creature or set of armor, the beneficiary
When this rune is marked on a weapon, you can add automatically passes the saving throw.
or remove the Light property to a weapon that does
not have the Heavy property or vice versa.
Enhance. The beneficiary of the inscribed rune adds rune of Vision
1d8 + your Intelligence modifier lightning damage to
the next damage roll they make from a melee weapon When inscribed on a creature or set of armor, this
attack before the start of your next turn. rune grants the beneficiary darkvision out to 60 feet.
If the creature already has darkvision, the range of
rune of Power their darkvision is extended by 60 feet.
When this rune is marked on a weapon or creature, Spells: darkvision, see invisibility, clairvoyance.
damage dealt by that weapon or by that creature’s Strike. Choose a creature within 30 feet. It must
unarmed strikes becomes force damage. make a Constitution saving throw against your spell
save DC or become blinded and dulled until the start
Spells: detect magic, magic missile, dispel magic of your next turn.
Attack. Bolts of pure force are hurled at the target. Manifest. Using this voice causes shadows, dazzling
Make a ranged spell attack. On hit, it deals 1d6 + rays of light, or other obfuscations appear at a point
your Intelligence modifier force damage. This attack within 30 feet that you choose. Creatures within 10
ignores half and three quarters cover. feet of that point become lightly obscured and count
Manifest. A humming orb of pure arcane power as having partial cover against ranged attacks.
appears at a point within 30 feet, casting bright Erupt. Magical darkness shrouds an area within 10
light for 5 feet and dim light for an additional 5 feet. feet of the rune or the point it is manifested until the
Creatures that end their turn within the bright light start of your next turn.
begin to glow as if affected by faerie fire until the Enhance. When you use this voice, the rune’s
start of their next turn. beneficiary gains Blindsight with a range of 30 feet
Erupt. The runes produces a ball of light that until the end of its next turn.
violently erupts, exploding outwards. All creatures
within 10 feet of it must make a Dexterity saving
throw or take 1d8 force damage. Creatures that are
glowing from the effect of the rune’s manifestation
make this save with disadvantage, and take an
additional 1d8 force damage on failure.
Enhance. When the rune is marked on a weapon,
using this voice causes the next strike of the weapon
to pass through all armor and defenses. The target’s
AC becomes 10 + their Dexterity modifier for that
attack, unless already lower.
rune of sPeed
When marked on creature or armor, the beneficiary’s
movement speed is increased by 5 feet.
Spells: expeditious retreat, longstrider, haste
Strike. A target creature within 30 feet must
succeed a Wisdom saving throw against your spell
save DC or have their movement speed halved and
become Fatigued until the start of your next turn.
Manifest. When you use this voice to manifest the
rune, choose a point within 30 feet of it. Time speeds
up or slows down within a 5 foot radius of the point.
When sped up, every 2 feet a creature moves only takes
1 foot of its movement speed. When slowed down,
creatures each foot of movement costs 1 extra foot.
Erupt. A 10 foot radius area of distorted time
appears and lasts until the start of your next turn. All
ranged weapon attacks that pass through the area of
effect have disadvantage on the attack rolls.
Enhance. When marked on a weapon or creature,
using this voice lets the beneficiary of the rune
make one additional attack as part of taking the
Attack action before the start of your next turn (this
can be part of the same action during which this
enhancement is used).
31
Galder's Gazeteer: Runewielder
Therianthrope Creating a Therainthrope
A slender elf woman bounds through and over the There are two key aspects to consider when creating
underbrush, finally setting sight on her quarry. With a therianthrope character. First, what sort of beast
a shudder, her form melts into that of a panther, and do you embody when you assume your wereshape?
she lets out a roar of challenge as she leaps upon her Secondly you should think about how your character
prey. views their ability to transform. Is it a blessing to be
cherished, honed, and protected? Or is it a mark of
Guards lead a half-elf man in cuffs to a cell. He shame to be hidden and a burden to be endured?
pleads for release — not for his safety, but for theirs.
His captors laugh and leave him to the mercy of his Class Features
cellmates. Come morning, the cell lies empty, its bars
bent outward, the iron tang of blood thick in the air. As a therianthrope, you gain the following class
features.
Bursting from the water and stepping onto the
shore, a wereshark hoists a large fish over his Hit Points
shoulder. A young human girl runs to him, smiling,
as the wereshark shrinks into the form of a grinning Hit Dice: 1d10 per therianthrope level
man. Hit Points at 1st Level: 10 + your Constitution
These are all examples of therianthropes, Modifier
individuals with the ability to shift into an animal Hit Points at Higher Levels: 1d10 (or 6) + your
hybrid form. For many, this is a curse, a terrible
affliction that devastates not only their own lives, but Constitution modifier per therianthrope level after
the lives of those around them. Some, however, have 1st
mastered this change and wield its remarkable gifts in
a manner they choose. Proficiencies
Armor: Light armor
Weapons: Simple weapons, light crossbows
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, Deception, Insight, Intimidation,
Perception, Stealth, and Survival
equiPment
You start with the following equipment, in addition to
the equipment granted by your background:
•• (a) a spear or (b) two daggers
(a) a light crossbow and 20 bolts or (b) two
handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A set of traveler’s clothes
Multiclass Therianthrope
As a multiclass character, to take a level in the
therianthrope class, or to take a level of another
class if you are already a therianthrope, you
must have a minimum Constitution score of
13, as well as a score of at least 13 in either
Strength or Dexterity.
Wh d h Savagery
rh e?
Some of your therianthrope features and beast
traits require your target to make a saving throw to
resist the feature’s effects. The saving throw DC is
calculated as follows:
tHeriantHroPe
Level Proficiency Ferocity Beast
Bonus Features Die Traits
—
1st +2 Therian Origin, Therian Form, Wereshape 1d4 —
1d4 2
2nd +2 Beast Traits, Ferocity 1d4 2
2d4 2
3rd +2 Feast 2d4 3
2d4 3
4th +2 Ability Score Improvement 2d4 4
2d4 4
5th +3 Extra Attack 2d4 5
2d6 5
6th +3 Apex Predator, Therian Form Feature 2d6 5
2d6 5
7th +3 Enduring Form 2d6 6
2d8 6
8th +3 Ability Score Improvement 2d8 7
2d8 7
9th +4 Grim Visage 3d8 7
3d8 8
10th +4 Dark Flight 3d8 8
8
11th +4 Therian Form Feature
12th +4 Ability Score Improvement
13th +5 —
14th +5 Wild Regeneration
15th +5 —
16th +5 Ability Score Improvement
17th +6 Therian Form Feature
18th +6 —
19th +6 Ability Score Improvement
20th +6 Sanguine Frenzy
Savagery save DC = 8 + your proficiency bonus + as a result of a critical hit while in your wereshape.
your Strength or Dexterity modifier (whichever is However, the thrill of this savagery might overwhelm
higher) you. After dealing damage from the critical hit, you
must make a Wisdom saving throw against your
Therian Origin savagery DC. On a failure, you cannot attack another
creature until you reduce the creature you just hit to
At 1st level, you choose your Therian Origin from 0 hit points.
between Cursed, Gifted, or Inherited. You also count
as a shapeshifter for spells and other effects that Gifted
affect that type of creature. Your origin also affects
how you can use your Wereshape feature, which is You were granted this form as part of a pact with a
detailed later in this section. powerful being, or through communion with the
wilds and the beasts inhabiting them. Your form is
cursed more fluid as a result.
You acquired your gift from a powerful curse, or you Animal Form. You can use your Wereshape feature
were bitten by another therianthrope and survived to take an animal form resembling your wereshape.
the encounter. Your power is strong, but only mostly For example, you can become an otter if your
under your control. wereshape is a wereotter. You are treated as being
in your wereshape while in this form, but your type
Predatory Critical. As a result of your curse, your is Beast, and you can be size Medium or Small. Your
instincts are especially deadly. You can add half your ability to speak or take actions is restricted to the
therianthrope level (rounded up) to damage you deal limits of your new form.
33
Galder's Gazeteer: Therianthrope
You resemble this animal, but observers can make • Dropping to 0 hit points causes you to immediately
an Intelligence (Investigation) check versus your assume your normal form.
savagery DC to determine your true nature as a • Your ability scores and proficiencies remain
shapeshifter. unchanged. Traits gained from your race such as
Fey Ancestry or features you gained from other
inHerited classes, such as the barbarian’s Rage feature or
Spellcasting are suppressed, and you cannot use
You were born with the ability to take your hybrid them while in your wereshape.
form as a result of your ancestry. Perhaps you come • You are resistant to bludgeoning, slashing, and
from a family of therianthropes, or the power takes piercing damage from non-magical weapons that
root in only certain individuals of your bloodline. aren’t silvered.
Regardless, your affinity for transformation eases the • While wearing no armor and not wielding a shield,
physical stress of your Wereshape feature. your AC equals 10 + your Dexterity modifier + your
Strength or Wisdom modifier (whichever is higher).
Innate Adaptation. As long as you aren’t • You can use Dexterity instead of Strength for the
incapacitated, once each turn you can transform attack and damage rolls of your unarmed strikes.
either into or from your wereshape without using • You choose whether your equipment falls to the
your bonus action. You also no longer gain levels of ground in your space, or merges into your new
exhaustion from your Wereshape feature. form. Equipment that merges with the form has no
effect until you exit Wereshape.
Removing the ‘Curse’ • You can use this feature a number of times equal
Whether your therianthrope considers to 1 plus your Constitution modifier (minimum 1)
themselves cursed, others may seek to without penalty. Each time you use your wereshape
“cleanse” you in one way or another. Due to thereafter causes you to suffer a level of exhaustion.
the variety of ways to become a therianthrope, You regain all penalty-free uses of your wereshape
talk with your GM to decide if being affected by when you finish a long rest.
magic like the remove curse spell will prevent
further progress in this class. Beast Traits
Therian Form At 2nd level, you gain two beast traits of your
choice. Your beast trait options are detailed at the
At 1st level, you choose a Therian Form from Aquatic, end of the class description. When you gain certain
Brute, or Cunning, each of which is detailed at the therianthrope levels, you gain additional beast traits
end of the class description. Your choice grants you of your choice, as shown in the Beast Traits column of
features at 1st level and again at 6th, 11th, and 17th the Therianthrope table.
level.
Ferocity
Wereshape
Starting at 2st level, while in your wereshape, you
At 1st level, you gain access to a transformation can roll a d4 in place of the normal damage of your
called a wereshape. To determine your wereshape unarmed strike, and its damage is slashing. This die
and appearance, choose a beast. Your wereshape is changes as you gain therianthrope levels, as shown
a mixture of the beast upon a humanoid skeleton in the Ferocity Die column of the Therianthrope
and resembles the chosen beast. The extent of table.
your wereshape’s monstrous appearance is at your
discretion. Once chosen, your wereshape and its In addition, when you take the Attack action and
form’s appearance do not change. attack with an unarmed strike on your turn, you
can make one additional unarmed strike as a bonus
You can transform into your wereshape or end its action.
affects as a bonus action on your turn. While using
your wereshape, the following rules apply: Feast
• You gain darkvision out to a range of 60 feet. Starting at 3rd level, while in your wereshape, you
• Your creature type is Monstrosity, and you count can use your action to deliver a powerful bite. Make
an unarmed strike. If the attack hits, the damage
as one size larger when determining your carrying is piercing instead of its normal type, and you gain
capacity and the weight you can push, drag, or lift. temporary hit points equal to your Constitution
modifier (minimum of 1) plus your therianthrope
• You can maintain your Wereshape for a number level. Once you hit with this attack, you can’t use this
feature again until you finish a short or long rest.
of hours equal to half your therianthrope level
(rounded up).
Ability Score Improvement Additionally, you can maintain your wereshape
indefinitely without suffering levels of exhaustion.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability Therian Forms
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t Therianthropes differ widely in the form their
increase an ability score above 20 using this feature. wereshape takes. Although variations are as many as
there are animals, there are three wide classifications:
Extra Attack aquatic, brute, or cunning.
Starting at 5th level you can attack twice, instead of Aquatic Form
once, whenever you take the Attack action on your
turn. Therianthropes of the aquatic form largely inhabit
the coastal regions of the world, but are sometimes
Apex Predator known to travel inland. Though their strength is
formidable, the aquatic form’s favored method of
Starting at 6th level, while in your wereshape your attack is to drag unsuspecting prey into the deeps to
unarmed strikes count as magical for the purpose of drown them.
overcoming resistance and immunity to nonmagical
attacks and damage. The various therianthropes that commonly make
up aquatics include weresharks, wereorcas, and
Enduring Form werecrocodiles, although many other variations exist.
Starting at 7th level, your therianthrope blood makes Aquatic therianthrope have appearances suited to
you immune to disease. traversing the watery depths. They typically have gills,
or are capable of storing oxygen. Aquatics are known
Grim Visage to have webbed fingers, fins, or webbed feet to allow
them to swim, as well as claws, crushing jaws fitted
Starting at 9th level, when you use your wereshape with terrible teeth, fangs, or even beaks.
feature, you can fill your enemies with desperate
panic. As part your wereshape transformation, you fatHom dweller
can choose a number of creatures equal to your
proficiency bonus within 60 feet that can hear and Starting at 1st level, you gain a swim speed equal to
see you. These targets must succeed on a Wisdom your walking speed. Additionally, your wereshape
saving throw against your savagery DC or become gains the following benefits.
frightened of you until the end of your next turn.
Once you use this feature, you must finish a short or • You can breathe both air and water.
long rest before you can use it again. • While underwater, your darkvision range extends to
Dark Flight 120 feet.
At 10th level, your movement speed increases by 10 abyssal maw
feet.
Starting at 6th level, when you hit a creature using
Wild Regeneration your Feast feature, you can attempt to grapple the
target with your powerful jaws. The creature you
Starting at 14th level, while in your wereshape, at hit must make a Strength saving throw against your
the start of each of your turns, if your current hit savagery save DC or become grappled by you. When
points are less than half your hit point maximum, a creature attempts to escape from this grapple, you
you regain a number of hit points equal to half your can use the result of your Strength (Athletics) check
therianthrope level (rounded up). You don’t regain or your savagery DC, whichever is higher, for the
hit points from this feature if you have 0 hit points or contested roll.
if you took damage from a silvered weapon since the
end of your last turn.
Sanguine Frenzy
Starting at 20th level, when you reduce a creature to
0 hit points with an attack while in your wereshape,
you can make another attack against a creature
within range.
35
Galder's Gazeteer: Therianthrope
Hunter in tHe deePs Preternatural beinG
Starting at 11th level, while in your wereshape, you At 6th level, gain one of the following features.
have blindsight out to a range of 30 feet while
underwater. • Your hit point maximum increases by 12. Whenever
Additionally, while in your wereshape, when you you gain a level in this class your hit point
take the Dash action and you move at least 10 feet maximum increases by an additional 2 hit points.
on your turn, you can make a melee attack targeting
a creature that is in a space next to you during your • You gain a d4 frenzy die. Once on your turn when
movement.
you roll for damage for a melee attack, you can
blood in tHe water add this frenzy die to the roll. If you dealt damage
during your last turn, your frenzy die becomes a
Starting at 17th level, while in your wereshape, you d6, increasing with each subsequent turn you deal
have advantage on all attacks against a creature that damage by one step, from a d6 to a d8, to a d10,
is below its hit point maximum. and finally to a d12 maximum. If you do not deal
damage on your turn, your frenzy die reverts to a d4.
Additionally, after using your Feast feature, you
can immediately move up to your speed without unrelentinG
provoking opportunity attacks.
Starting at 11th level, while in your wereshape, you
Brute Form ignore non-magical difficult terrain. Additionally, you
have advantage on saving throws and ability checks
Brute Form therianthropes include the more against effects that would reduce your movement
“classical” shapechangers, such as werebears, speed or prevent you from moving.
wereboars, and werewolves.
flesH-riPPer
These therianthropes often reside in heavily
forested areas where prey abounds, and the Starting at 17th level, while in your wereshape, you
therianthrope makes use of their overwhelming can use your action to tear into a creature of your
speed and ferocity to dispatch foes. choice within 5 feet. That creature must make a
Dexterity saving throw against your savagery DC
This form’s distinctive traits include fangs or sharp taking 10d6 + 10 slashing damage on a failure, or half
teeth and claws as much on a success. Once you use this feature, you
must finish a long rest before you can do so again.
Primal anatomy
Cunning Form
Starting at 1st level, your speed increases by 10 feet.
Additionally, while in your wereshape, you gain the The Cunning Form therianthrope comprise the most
following benefits: unusual of the various werebeasts in the world.
Focusing on their natural agility and cleverness, these
• You have advantage on Wisdom and Intelligence therianthropes are found closer to civilization, and are
checks that rely on smell or hearing. made up by wererats, werebadgers, and werefoxes.
• As a bonus action, you can take the Search action.
Therianthropes of this form tend to look more The distinctive features of this form’s wereshape
humanoid than others when transformed. They include wings, claws or talons, and a beak or sharp
retain more of their normal instincts and tend to teeth. Wings may grow out of a therianthrope’s arms,
keep their mannerisms, like wearing clothes or using or simply sprout from their back. Whatever the case,
weapons, while on their hunts. Most therianthropes armor and weapons must be made to accommodate
in this form choose to carry weapons and wear the transformation to be useable while in wereshape.
custom armor suitable for both their normal form
and wereshape. Regardless, their appearance is still aerial build
marked by sharpened teeth, claws, or talons.
Starting at 1st level, while in your wereshape and not
scavenGer wearing armor, you gain a fly speed equal to half your
walking speed.
Starting at 1st level, you gain a climb speed equal
to your walking speed. Additionally, when you Additionally, you can use your wereshape feature as
transform into your wereshape, you can choose to a reaction when you fall more than 10 feet.
keep your equipment on. The GM decides whether it
is practical for the new form to benefit from a piece of If you are falling when you enter your wereshape,
equipment. you can fly a number of feet equal to the number of
feet you have fallen.
You also have a knack for finding ways to use
objects in your environment to your advantage in aerie
combat. You are proficient with improvised weapons
and use your ferocity die instead of the normal Starting at 6th level, you can spend an hour while in
damage die. If you throw an improvised weapon, you your wereshape gathering twigs, branches, and small
can use either Strength or Dexterity modifier for both stones to construct a nest. Your nest can be up to a
the attack and damage rolls. 10-foot radius sphere, with walls up to 1-foot thick.
slinkinG sHadow The nest provides full cover, as well as shelter from
the elements. It has an AC equal to your savagery DC,
Starting at 6th level, you can Hide as a bonus action a number of hit points equal to five times your level,
on your turn. and is immune to psychic and poison damage.
In addition, anytime you hit a creature that is While constructing this nest, you can choose to
surprised, it must make a Constitution saving throw include a trigger mechanism, which upon using your
against your savagery DC or become stunned until action to interact with, destroys the nest immediately.
the end of its next turn. This may be a perfectly positioned twig or small stone,
known only to you, that once removed causes the
Pack tactics collapse of the structure.
Starting at 11th level, while in your wereshape, you imProved aerial build
have advantage on an attack roll against a creature
if at least one of your allies is within 5 feet of the When you reach 6th level, your wings have grown and
creature and that ally isn’t incapacitated. heart strengthened. While in your wereshape, your fly
speed increases to equal your walking speed.
swarm lord
cut and run
At 17th level, as a bonus action, you can point out a
weakness in a creature that you can see within 30 feet Starting at 11th level, while in your wereshape, when
of you. Allies that can see the target and can hear you you hit a creature with a melee attack, you don’t
have advantage on attacks against that creature until provoke opportunity attacks from that creature for
the beginning of your next turn. the rest of the turn.
Avian Form ruler of tHe skies
Most elusive and rare are the therianthropes of the Starting at 17th level, while in your wereshape, your
avian form. They take to the sky freely, and stake their flying speed increases by 20 feet.
territory in isolated mountains or any other place
difficult to reach without the gift of flight. Additionally, while flying, when you take the Attack
action, you can augment your attack with special
Avian therianthropes flit in and out of combat, techniques to peck out your opponent’s eyes or
preferring to strike and flee to a safe distance, but sink your talons into vulnerable spots. The first time
must be wary of dangers that can remove their ability you hit on your turn, the target must also make a
to fly. Among their ranks are werebats, wereravens, Dexterity saving throw against your savagery DC. On
and wereowls. a failure, the target is either blinded until the end of
its next turn or the target’s speed drops to 0 until the
end of its next turn (your choice). A creature can only
be affected by this feature once every 8 hours.
37
Galder's Gazeteer: Therianthrope
Beast Traits Additionally, if you reduce a creature to 0 hit points
using your Feast feature, but do not kill it outright,
You can take each beast trait only once, unless the that creature must make a Constitution saving throw
beast trait’s description says otherwise. If a beast against your savagery DC. On a failure, they are
trait has prerequisites, you must meet them gain the inflicted with therianthropy.
trait. You can learn the beast trait at the same time
that you meet its prerequisites. A level prerequisite The GM determines when they assume their
refers to your level in this class. wereshape, and whether they are hostile to creatures
in this form. If that creature takes a level in this
ambusH Hunter class, its wereshape appearance, Therian Origin, and
Therian Form are identical to yours.
You gain proficiency in the Stealth skill. If you already
have proficiency in Stealth, choose another skill diminutive form
available to the therianthrope class in which to gain
proficiency. Prerequisite: Gifted Origin
When you use your wereshape feature to assume your
While in your wereshape, if you are lightly obscured, animal form, you can choose to be Tiny size.
you are treated as being heavily obscured.
If you assume a Tiny size with this feature, the
boundinG assault damage you deal with unarmed strikes is reduced to 1.
While in your wereshape, you can use an action to dire form
triple your jump distance until the end of your turn.
Additionally, if you use your action in this way and Prerequisite: Gifted Origin
jump as part of your movement, you can make one When you use your wereshape feature to assume your
attack against a creature as part of your movement. animal form, you can choose to be one size larger
than your normal size.
cursed bite
feint and retreat
Prerequisite: 12th level, Cursed Origin
You can use your Feast feature twice between short or Prerequisite: Cunning Form
long rests. If a creature makes a melee attack against you and
misses, you can use your reaction to immediately
move up to half your speed without provoking
opportunity attacks.
feral cHarGe
While in your wereshape, if you move at least 20 feet
straight toward a creature and then hit it with a melee
attack on the same turn, that creature must make a
Strength saving throw against your savagery DC or be
knocked prone.
HorrifyinG visaGe
Prerequisite: 15th level, Cursed Origin
Your Grim Visage feature affects any number of
targets of your choice that can see you.
Additionally, you can use your Grim Visage feature
twice between short or long rests.
inGrained ferocity
Prerequisite: 5th level
You have advantage on all Strength (Athletics) checks
and Dexterity (Acrobatics) checks.
instinctive sHift
Prerequisite: 7th level, Inherited Origin
If you are surprised at the beginning of combat and
aren’t incapacitated, you can use your reaction to
assume your wereshape.
lurkinG tHreat Ma op e a e- r t e
i l, a t h g t g
Prerequisite: 15th level a u o, a t r i e,
When you are in an area of dim light or darkness, you h e a g .T i uf
can use your action to become invisible until you h ,u a m o n
move, take an action, or take a reaction. v hd he h
p e e, ev r
kindred sPirit n ao s pe , u t
at o a t i . Th e l
Prerequisite: Gifted Origin r nl ir
At the GM’s discretion, through vocalizations and e u d, eh e i n m
body language, you can communicate with animals lh eash e h
of the same species as your chosen form (including o. a e t u h
dire varieties). Such communication is limited by the c a t, he n
Intelligence of the conversing creatures, who can i r r , ! Th h v
often only express simple ideas and concepts like rr e v asfr
hunger or fear. n t lw h e.
moon beast Predator
At night, you can use your wereshape feature without You can focus your eyesight to magnify a portion of
suffering levels of exhaustion. what you see up to five times its normal size. You can
focus this way on something up to a mile away. If you
On the night of a full moon, your wereshape know a creature’s scent, you can tell if has been within
is especially potent. Once per night while in the 30 feet of where you are within the past 24 hours.
presence of a full moon, as an action, you can
unleash your full fury. For 1 minute, you gain a +2 Additionally, you add double your proficiency bonus
bonus to your AC and can make one additional attack to ability checks made to track creatures while in your
whenever you take the attack action. wereshape.
Partial sHift Additionally, while in your wereshape, you can
add double your proficiency bonus to Intimidation
Prerequisite: Inherited Origin checks.
You can concentrate your transformation onto a
single body part as a bonus action to gain one of suPernatural reflexes
the following effects. These effects last until you are
incapacitated, until you end them as a bonus action, You have advantage on initiative rolls while in your
or until you use your wereshape feature. wereshape.
• You can use your ferocity die for your unarmed run witH tHe Pack
strikes. While in your wereshape, if an ally within 10 feet of
you takes the Dash action, you can use your reaction
• You count as one size larger when determining your to move up to your speed in the direction of your ally,
so long as you end your movement within 10 feet of
carrying capacity and the weight you can push, the triggering ally.
drag, or lift.
terror in tHe niGHt
• You gain darkvision out to a range of 60 feet. If you
You gain proficiency in the Intimidation skill. If you
already have darkvision, instead increase its range already have proficiency in Intimidation, choose
by 30 feet. another skill available to the therianthrope class in
which to gain proficiency.
• You cannot use Partial Shift while in your wereshape.
• At 5th level, you can choose two effects instead of
one, and at 11th level, you can choose to gain all
listed effects.
Planar form
You have tapped into planar energies and gained the
ability to mutate your wereshape as a result.
When you use your Wereshape feature, you can
choose to be one of these types instead: Abberation,
Celestial, Elemental, Fey, or Fiend. Your wereshape
appearance may change to suit this new type.
You can select this beast trait multiple times. Each
time, you must choose a different creature type.
39
Galder's Gazeteer: Therianthrope
Barbarian Thick Hide
This section contains new options for the barbarian, You’re extraordinary in your ability to withstand and
both new Primal Paths and a variant base class. endure bodily harm. Beginning at 7th level, you add
your Constitution modifier to any Dexterity saving
Variant Barbarian throw made to avoid taking damage.
When you choose this variant class, you no longer Lingering Adrenaline
gain the following features presented in the
Barbarian table: Starting at 13th level, even after your rage ends,
you still continue to make Strength checks with
•• Danger Sense advantage until the end of your next short or long
• Reckless Attack rest.
• Fast Movement
Indomitable Might Mighty Blow
Instead, you gain new features at the levels shown At 13th level you can strike at your foes with stunning
in the Variant Barbarian table. violence. When you make a melee weapon attack, you
can choose to try and score a deadly blow. If you do
Level Variant BarBarian so and your attack roll exceeds the target’s AC by 5 or
2nd Feature more, the attack is a critical hit.
3rd
5th Animal Instincts You can do this a number of times equal to your
7th Primal Might Strength modifier, and regain all expended uses at the
13th Headfirst Charge end of a long rest.
18th Thick Hide
Lingering Adrenaline, Mighty Blow Unstoppable Power
Unstoppable Power
At 18th level, you are an indomitable force. While in
your rage, you have advantage on all saving throws.
Animal Instincts
Your senses have been keened by your time spent
in the wilds. At 2nd level you have advantage on all
Wisdom (Perception) checks that rely on smell and
hearing.
Primal Might
Starting at 3rd level, while in your rage you add your
Strength modifier twice instead of once to the first
melee weapon attack roll you make each turn.
Beginning at 5th level, as a reaction you take when
a hostile creature moves to a space within 20 feet of
you, you can move up to half your speed towards that
enemy and make a single melee weapon attack with
advantage.
The enemy you attack using this feature has
advantage on attack rolls against you until the start of
your next turn.
You can use this feature a number of times equal to
your Constitution modifier, and must finish a short or
long rest before you can use it again.
Mystic Blood taBle
Bleed Minimum Sanguine Sacrifice Master Ability
Level Level If you would add your proficiency bonus You have advantage on the first attack
3 to a Constitution saving throw, instead you make after you become bloodied.
1 3 only add half your proficiency bonus.
2 The first time each turn you take You gain a +1 bonus to your damage
6 bludgeoning, slashing, or piercing rolls with melee weapons. Additionally,
3 10 damage, you take 2 additional points of weapons that you use count as magical
4 damage. for the purpose of overcoming immunity
14 or resistance to non magical damage.
5 You no longer add your Dexterity Up to a range of 60 feet, you can both
modifier to your AC when using your communicate telepathically and see
Unarmored Defense. invisible creatures and objects.
You can no longer restore hit points While you are in your rage, you can cast
above your bloodied value. misty step 3 times without providing
material components. Constitution is
You are wounded. your spellcasting ability.
You gain a flying speed equal to your
walking speed.
Primal Paths
Path of the Blood Sage
From Casey Pelt
By choosing this path at 3rd level you can channel
the primal magic that flows along with your blood,
unlocking mystic powers as it leaves your body. When
you’re wounded you enter a state of transcendence, as
the spirit of your sublime rampage outlasts your flesh.
Mystic Blood
You begin to channel the mystic energy in your blood
to change how it behaves. This command over your
blood is represented by bleed levels. You start with a
bleed level of 0 and it can’t go lower. You start being
able to raise your bleed level to 2. You unlock new
bleed levels as you grow in mystic power. Once you
reach the level in this class listed in the Minimum Level
column, you can raise your bleed level to that level.
Once per turn while raging you can increase your
bleed level by 1 to do one of the following:
• After you make an attack roll, roll a d6 and add it to
the roll.
• As a reaction to taking any non-psychic damage,
reduce the damage dealt to you by 1d6 + your
Constitution modifier.
• Increase your walking speed by 15 feet until the end
of the turn.
41
Galder's Gazeteer: Barbarian
Controlling the magic in your blood comes at a cost. nuMinous sanguinity
You suffer the effect of your current bleed level as seen
in the Sanguine Sacrifice column of the Mystic Blood At 14th level your control of the mystic energy
Table as well as all lower levels. The buildup of primal in your blood is so complete, you can use it to
magics from manipulating your blood is unleashed manipulate your body’s physicality entirely. You can
when your blood is spilled. If you are bloodied, you cast etherealness without providing any material
also gain the benefits in the Master Ability column for components once, and regain the ability to do so
your current and lower bleed level. when you finish a long rest.
When your rage ends, you reduce your bleed level by When you cast the spell this way, the duration is
1. Finishing a long rest reduces your bleed level to 0. only 10 minutes. Constitution is your spellcasting
ability for this spell.
sapience
Path of the Pit Fighter
Starting at 6th level you can sense the intentions of
others in their blood. You have advantage on Wisdom From Danielle Roberts
(Insight) ability checks. Some barbarians learn to fight in brawls around a
bonfire, wrestling matches in mead halls, and as
ichor ally ritual combatants in their tribe’s celebratory games.
Such barbarians are pit fighters, and they fight and
Starting at 10th level you can control your own blood live for glory. Excelling in close quarters, barbarians
outside of your body. While in your rage, you can use of this path are accustomed to destroying their
a bonus action to raise your bleed level by 2 to create opponent’s armaments for show before going in for
a blood slime, which appears in an unoccupied space a finishing blow. With every victory, a pit fighter’s
next to you. The blood slime acts on your initiative power grows -- not just physical prowess, but their
and is magically able to follow your commands. ability to sway the emotions of all who see them in
The blood slime uses the statistics of a blue ochre action.
jelly, with the following exceptions: it only has 20
hit points, it doesn’t have the split reaction, and hardened in the ring
pseudopod attack’s damage dice is reduced from 3d6
to 2d6. When you select this primal path at 3rd level,
you’ve learned tactics proven to please crowds and
The slime lasts until the rages ends at which point it demoralize foes. If you successfully grapple or hit a
falls into a puddle of your blood creature with an unarmed strike on your turn, you
can use a bonus action to Sunder an object that
creature has.
crowd FaVorite
By 6th level, you know how to put
on a show and have developed
a threatening reputation. You
add double your proficiency
bonus to any ability check that
uses either Performance or
Intimidation.
Nt o
w. n’
os c
li
pugilisM
At 10th level, you may use a bonus action to make
an unarmed strike and add your Strength modifier
twice instead of once to the damage on a successful
hit. You can do so a number of times equal to your
Constitution modifier and regain any expended uses
at the end of a long rest. If you finish a short rest and
have 0 uses of this feature, you regain 1.
In addition, when you deliver a critical hit from
an unarmed strike, the target must succeed on
a Constitution saving throw (save DC = 8 + your
proficiency bonus + your Strength modifier) or be
stunned until the end of your next turn.
spectacle Killing
At 14th level, your training as a gladiator has taught
you how to make a show of delivering lethal strikes. A
gruesome attack is especially demoralizing for your
foes and invigorating for your allies.
When you kill a creature or deliver a critical hit,
creatures of your choice within 30 feet of you that
can see or hear you must succeed on a Wisdom
saving throw with a DC equal to your passive
Strength (Performance) score. On a failure, creatures
are frightened until the end of your next turn. If the
creature succeeds on its saving throw, it can’t be
affected by this feature for 24 hours.
Creatures friendly to you with 30 feet that see the
triggering hit gain temporary hit points equal to your
barbarian level.
Once you use this feature, you must finish a short
or long rest before you can do so again.
Path of the Stallion
The Path of the Stallion calls rider across the untamed
wilds to become mounted combatants of great skill
and ferocity. Entire nations of barbarians can adopt
a nomadic lifestyle with exemplary members of the
horde riding down the most fearsome game, leading
mounted raids, or collecting tribute from far flung
cites at the head of an ever moving war-band.
Magically joining their essences, these barbarians
bond with their mount on a spiritual level. They share
a wild soul with the companion they ride in battle.
spirit taMer
When you choose this path at 3rd level you can bond
with a creature that could serve as your mount. As an
action, choose a beast or a monstrosity that can see
you, is no larger than Large, and has a CR less than
half your barbarian level. You must not have harmed
it in the last day, nor can the target be intelligent or
the companion of another creature. The creature you
target must make a Charisma saving throw with a DC
equal to 8 + your Wisdom modifier + your proficiency
bonus or be charmed by you.
43
Galder's Gazeteer: Barbarian
While charmed by you, the creature’s spirit is Path of the Titan Slayer
magically bonded to your own and loyally serves as
your controlled mount with great tenacity. If you From Danielle Roberts
ride it while in your rage, you can use your action to In lands overrun by giants, dragons, dinosaurs, and
command the mount to make a single attack, and other hulking beasts, entire fellowships of barbarians
it adds the extra damage granted by your rage to its hone tactics and traditions with one purpose: to
damage rolls. bring low these massive foes.
Additionally, the animal instincts of the charmed Barbarians that walk this path often carry trophies
creature run through you. You can use its bonus to of their previous hunts, creating powerful weapons
Wisdom or Dexterity saving throws instead of your from the remains of monsters.
own. Even while dismounted, this spiritual link
remains. Bonus proFiciencies
Finally, so deeply are your spirits intertwined that When you take the Path of the Titan Slayer at 3rd level,
even death can not separate them. You may breath you gain proficiency with leatherworker’s tools.
life back into your mount by casting revivify on it
without expending a spell slot or providing material Killer weapon
components. You must spend 1 hour bonding with
your mount before you can use this feature again. At 3rd level, you learn to create a weapon from the
remains of the giant monsters you’ve defeated in
Your bond with your mount lasts until you end it combat.
as an action, or until you attempt to charm another
creature using this feature. The bond also ends if you As part of a short or long rest you can use your
die, or if you neglect or abuse your mount. leatherworker’s tools on a dead creature with a size of
Large or bigger to create your own killer weapon.
Blood Kin
Your killer weapon is a martial weapon with the
At 6th level if you or your mount becomes bloodied, Heavy and Two-Handed properties, has a damage die
the other can make a single melee attack as a reaction. of 2d6 of your choice of bludgeoning, piercing, or
If the target is the creature who dealt the damage the slashing damage, and an additional benefit based on
caused the triggering attack, the attack roll is made
with advantage. Remains Killer weapons
Jawbone Benefit
traMple Club When you kill a creature while
in your rage, you add your
At 10th level, if you or your mount move at least 10 Foretooth proficiency bonus to the next
feet forward toward a hostile creature and hit with a Spear damage roll you make if still
melee attack, the target must also make a Strength raging.
saving throw (DC equal to 8 + your proficiency bonus Bone Plate The second time you deal
+ your Strength modifier). On a failure, the target Targe damage to the same creature
takes additional damage equal to your rage damage with this weapon while in your
and is knocked prone. Vertebrae rage, you double your extra rage
Flail damage.
This feature can be used by either you or your Limb Bones After you hit a creature with this
mount 2 times, and all expended uses are regained Hammer weapon, it has disadvantage
when you finish a long rest. If you finish a short rest on the next attack roll it makes
with 0 remaining uses, 1 use is regained. against you before the start of
your next turn.
spirit staMpede As a bonus action, you can give
this weapon the reach property
You mystic connection to your mount grows to until the end of your turn.
include their ancestors and kin. As an action you Once per long or short rest,
can summon spectral versions of your mount’s kind your weapon does an extra die
that stampede forth in a 60 foot cone from you. All of damage when you hit. You
creatures in the affected area must make a Strength must decide to use this before
saving throw with a DC equal to 8 + your mount’s the attack roll is made.
proficiency bonus + your mount’s Wisdom modifier.
Creatures in the area take 4d8 force damage on a
failed save and half as much on a success. Creatures
that failed the saving throw are also pushed back 10
feet and knocked prone.
Once you use this feature, you must finish a short
or long rest in order to use it again.
its construction. You choose the Jotungrip
benefit from the Killer Weapons
table below, and can use the Starting at 14th level you can swing your weapon as
suggested remains or build the though you were a titan yourself. While raging, you
weapon from other remains of can ignore the two-handed property of your killer
your choice. weapon.
Your killer weapon’s benefits hard Fall
remain until the weapon is
destroyed or until you use this At 14th level, your ability to exploit a monster’s weak
ability to create a new killer spot is unparalleled. Once when you land a critical
weapon. Other creatures trying hit against a Large or larger creature, you can knock it
to use this weapon gain none prone. You regain use of this feature after completing
of the previous benefits, and a short or long rest.
can only use it as an improvised
weapon.
giant cliMBer
At 6th level, you are able to use your comparably
limited statue and greater nimbleness to take on
larger foes by climbing. You gain a climbing speed
your walking speed while attempting to climb
on creatures, and have advantage on Dexterity
(Acrobatics) and Strength (Athletics) checks to keep
hold of or maintain balance while climbing on a
creature.
Killer weapon iMproVeMent
Beginning at 6th level, you learn how you overcome
the natural defenses of massive creatures. As part of
a short or long rest, you can use your leatherworker’s
tools to harvest fluids from a dead creature with a size
of Large or bigger and create special oils that channel
the supernatural fury of your rage. With these oils
applied, attacks with your killer weapon count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage as long
as you are raging.
BulK eVasion
Starting at 10th level, your superior reflexes allow you
to take advantage of your smaller size when facing
towering enemies. While raging, when a creature
larger than you that you can see hits you with an
attack roll, you can use your reaction to gain a bonus
to your AC against that attack, potentially causing
it to miss you. The bonus equals your rage damage
bonus.
You can use this feature a number of times equal to
your Dexterity modifier (minimum of 1), and regain all
expended uses on a long rest.
45
Galder's Gazeteer: Barbarian
Variant Bard
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Bardic Performance – - –––––
2 2 2––––
2nd +2 Folklore Repertoire, Spellcasting 2 3 3––––
2 3 3––––
3rd +2 – 2 4 42–––
2 4 42–––
4th +2 – 2 5 43–––
3 5 43–––
5th +3 Martial Fanfare 3 6 432––
3 6 432––
6th +3 Converse Performance 3 7 433––
3 7 433––
7th +3 – 3 8 4331–
3 8 4331–
8th +3 – 4 9 4332–
4 9 4332–
9th +4 – 4 10 4 3 3 3 1
4 10 4 3 3 3 1
10th +4 – 4 11 4 3 3 3 2
4 11 4 3 3 3 2
11th +4 –
12th +4 –
13th +5 –
14th +5 –
15th +5 Unflappable
16th +5 –
17th +6 –
18th +6 –
19th +6 –
20th +6 –
Bard Bardic Performance
Variant Bard Starting at 1st level, you have mastered magically
influencing others through oration, music, or other
When you gain your first level in the variant bard exceptional performance.
class, you do not gain the following bard class
features: You know two such performances: Call to Battle
and one other of your choice. Your performance
• Jack of All Trades options are detailed at the end of this class
• Song of Rest description. You gain additional performances of your
• Countercharm choice at 3rd, 7th, and 14th level.
You instead gain the following features at the levels Additionally, when you gain a level in this class, you
shown in the Variant Bard table. can choose one of the performances you know and
replace it with another performance that you could
In addition, you gain the Spellcasting feature at learn at that level.
2nd level instead of 1st level. You ignore the Spells
Known, Cantrips Known, and Spell Slots per Spell To start one of these magical performances, you
Level columns in the Bard Table, instead using the use an action on your turn to speak, dance, or play an
corresponding columns in the Variant Bard table instrument. You must continue performing on each
whenever those features are referenced. of your turns to maintain the performance (no action
required). You can switch to a different performance
you know as an action on your turn.
A creature must be able to see or hear you to be order to cast the spell none of its effects take place.
affected by your magical performance. A creature Charisma is your spellcasting ability for this spell, and
can only be affected by one performance at a time. you also add your proficiency bonus to the check you
If two or more bards try to affect the same creature make while casting counterspell.
with such performances, the creature is affected by
neither. Once you use this feature to successfully counter
a spell, your performance ends, and you cannot use
The entire performance, whether composed of one this feature again until you finish a long rest. Starting
performance or several, has a possible duration of 10 at 11th level, you can use this feature twice between
minutes, and ends early if you are incapacitated or long rests, and starting at 17th level you can use it
silenced. If a spell cast with your Bardic Performance three times between long rests.
has an ongoing duration, it ends when your
performance ends. Once your Bardic Performance Starting at 15th level, you can cast the glibness spell
ends, you can’t use this feature again until you rest once without expending a spell slot. One you use this
for at least 10 minutes. feature, you must finish a long rest before using it
again.
Folklore Repertoire
Bardic Performances
Starting at 2nd level, you possess extensive
knowledge of myths, legends, and oral traditions few The available bardic performances following in
can equal. If you hear the name of a person, place, or alphabetical order. If a Bardic Performance has
object of significance, you might glean information prerequisites, you must meet them to learn it. You
about the subject from your repertoire. can learn the performance at the same time that you
meet its prerequisites.
Roll d100. If you roll a number equal to or lower
than your bard level times three, you recall lore about Baffling rhapsody
the subject. The GM determines the nature of this
knowledge. The lore might exist in your repertoire in Prerequisite: 7th level
the form of a line in a heroic poem, a verse of a folk When you start this performance, you cast the
song, or even fairytales stories. confusion spell without expending a spell slot or
providing material components. Additionally, as long
The lore you recall using this feature is always as any creature is affected by a confusion spell that
accurate, even while contained in figurative language. you cast, you can use your action to choose one of
If you already have information about the subject, the the behaviors the spell creates. Until the start of your
lore in your repertoire can provide further context next turn, all creatures affected by your confusion
and detail. spell must adhere to the behavior you chose, instead
of rolling to randomly determine at the start of its
Once you use this feature to try and recall lore turn.
about a specific subject, you cannot do so again until
you spend at least 4 hours researching it. You can Call to Battle
research either in established places of learning such
as monastery, or by collecting folk tales and other lore While you perform Call to Battle, friendly creatures
in an area populated with creatures familiar with the within 60 feet of you, including yourself, are inspired
subject. to fight with greater zeal. Once per turn, an affected
creature can roll one additional d4 when rolling
Martial Fanfare damage for a melee or ranged attack, adding it to the
total. This extra damage die increases in size when
Starting at 5th level, despite the clamor of battle, you your bard level reaches 6th (1d6), 9th (1d8), 13th
can communicate with your allies and distract your (1d10), and 17th (1d12).
foes. When you take the Help action, you can grant
advantage on an attack roll to an ally up to 60 feet CounterCurse
away. You can then make a weapon attack or cast a
cantrip as part of the same action. Any time while you are performing Countercurse, you
can choose to end one of the following conditions
Converse Performance on a friendly creature within 60 feet of you: blinded,
deafened, or poisoned. The chosen condition must be
Starting at 6th level, the pitch and rhythm of your a result of a spell or another magical effect.
performance can interfere with the casting of a
spell. You can cast counterspell without expending Once you use this performance to remove a
a spell slot. In order to do so, you must either be condition, you cannot do so again until you finish a
engaged in a Bardic Performance or you can start a long rest.
performance as part of the same reaction you used to
cast counterspell. If you start a new performance in
47
Galder's Gazeteer: Bard
dissipating performanCe is charmed by you until this performance ends or
the target leaves its radius. A charmed target cannot
Prerequisite: 7th level move or take actions and makes Wisdom (Perception)
Any time while you are performing Dissipating checks with disadvantage.
Performance, you can attempt to end one magical
effect within 60 feet of you as per the dispel magic If you or another allied creature draws or
spell. Charisma is your spellcasting ability for this brandishes a weapon or casts a spell affecting a
spell, and you add your proficiency bonus to the charmed creature, each charmed creature can make
Charisma check you make as a part of the dispel a new Wisdom saving throw to end the effect. If
magic spell. any affected creature takes damage or is otherwise
harmed, this effect ends for all affected creatures. If
If you successfully dispel the effect, you cannot you make an attack or cast a spell that affects anyone
benefit from this performance again until you finish a but yourself, this effect ends.
long rest.
hymn of healing
Starting at 11th level, you can use this performance
twice between long rests, and at 17th level you can A friendly creature that comes within 60 feet of you
use it three times between long rests. and can hear part of this performance during a short
rest is filled with soothing magic. An affected creature
enhanCed presentation can add your Charisma modifier to any Hit Dice rolled
to restore hit points at the end of a short rest.
Prerequisite: 11th level
Your mastery of showmanship causes your spells inspire dread
to have an enhanced effect. You can start this
performance or switch to it as part of casting a bard Prerequisite: 7th level
spell. While using Enhanced Presentation, if you cast You can cause a feeling of terror. While performing
a bard spell by expending a spell slot, you can choose Inspire Dread, each hostile creature within 30 feet of
one style from the list below to affect that spell. You you must make a Wisdom saving throw against your
can only affect one spell this way during each of your bard spell save DC at the start of its turn. On a failed
bardic performances. save, the creature becomes frightened or despondent
(your choice) until the start of its next turn. On a
Encore. If the spell has a duration of at least 1 successful save, the creature becomes immune to
minute, you can extend the duration until your this performance for 10 minutes.
performance ends.
inspire resolVe
Mindful. If you cast a spell that requires a saving
throw, you can choose one creature to automatically Your words and music fill your companions with
succeed on its saving throw against the spell. courage and the will to resist mind-altering effects.
While using this performance, each friendly creature
Projecting. If the spell has a range of at least 5 feet, within 60 feet of you has advantage on saving throws
you can increase the range by 30 feet. against being charmed or frightened.
Tandem. If the spell can only target one creature rallying performanCe
and doesn’t have a range of self, you can now target a
second creature when you cast the spell. Prerequisite: 9th level
When you start this performance or as a reaction to a
eVisCerating Wit friendly creature within 60 feet of you taking damage
while you are performing, you can cast mass cure
You perform using barbed insults and scathing satire wounds without expending a spell slot.
to undermine your foes’ confidence. While you use
this performance, each hostile creature within 30 feet Beginning at 15th level, when you cast this spell
of you must make a Charisma saving throw against using this performance, it ends the charmed,
your bard spell save DC at the start of its turn. frightened, paralyzed, and stunned conditions on its
targets. Each target can also use its reaction to stand
On a failed save, the creature has disadvantage up or move up to its speed.
on all ability checks and saving throws while it is in
the performance’s radius. On a successful save, the Once you use this performance to cast the spell you
creature becomes immune to this performance for 10 cannot do so again until you finish a long rest.
minutes.
seeds of douBt
fasCinating performanCe
Prerequisite: 13th level
Prerequisite: 5th level You sow the seeds of doubt in your enemies, making
While using this performance, each creature within them reluctant to attack you. When you start this
120 feet of you that isn’t hostile to you must make
a Wisdom saving throw against your bard spell save
DC at the start of its turn. On a failed save, the target
performance, choose a creature within 60 feet of Bardic Colleges
you. While using this performance, the next time the
target creature attempts to target you with an attack College of Fame
or harmful spell, it must first make a Wisdom saving
throw against your bard spell save DC. On a failed From the Tallahassee Do It, Nerd! Club
save, it must choose a new target or lose its action. Bards of this college have learned to grab and hold
This effect doesn’t protect you from spell effects that onto the attention of the masses. They strive to
don’t target you directly, such as the explosion of a be in the limelight, and have mastered the craft of
fireball. how to focus an audience’s attention - most often
on themselves. These bards relish glory or infamy,
If you make an attack or cast a spell that affects because with notoriety comes the ability to sway the
anyone but yourself, this effect ends. Creatures that minds of others.
cannot be charmed are immune to this effect.
song of Creation
Prerequisite: 17th level
Your music and lyrics echo the very founding of the
multiverse. When you start performing Song of
•CrTehaetiboond, cyhoofoosneeocnreeaotfutrheeyofoullcoawninsgeeeifsfercetsst:ored
to life as though by the resurrection spell. The
creature can’t have been dead for more than 100
years, can’t have died of old age, can’t be undead,
and the soul must be free and willing to return.
• You create one non-magical object no larger than a
100 foot cube that is worth less than 25,000 gp.
• You can cast control weather, earthquake, storm of
vengeance, or fire storm without expending a spell
slot and without the need for material components.
• This performance taxes you greatly. After the
chosen effect takes place, your Bardic Performance
ends and you cannot use this or any other
performance until you finish a long rest.
stupendous improVisation
Prerequisite: 11th level
When you start this performance, choose any spell
from the bard spell list of 6th level or lower. Anytime
while using this performance, you can cast the
chosen spell once without expending a spell slot,
as long as the casting time doesn’t exceed the time
remaining on your bardic performance. You must
provide the material components, if any.
Starting at 17th level, you can choose any spell of
7th level or lower.
Once you cast a spell using this feature, you cannot
do so again until you finish a long rest, and your
bardic performance ends.
suppressing performanCe
Prerequisite: 15th level
When you start this performance, you cast antimagic
field without expending a spell slot and without the
need for any material components.
Once you use this performance, you cannot use it
again until you finish a long rest.
49
Galder's Gazeteer: Bard
all eyes on me saving throw to stop being charmed from a spell you
cast, the creature only stops being charmed or makes
At 3rd level, you learn the enthral spell. The spell a saving throw if you damaged it.
doesn’t count against the number of bard spells you
know. College of the Playwright
Immediately after you cast enthral, in addition to From Thomas DiLavore
the spell’s normal effects, you can choose a number There are bards who prefer to use the art of language
up to your bard level of targeted creatures that failed in ways other than song. Bards in the College of the
the saving throw made as part of the spell. The Playwright use their skill to write incredible works
chosen creatures are charmed by you for the duration that reveal their true magic when performed. By
of the spell. writing epic poems, heroic stories, cunning satires,
and stirring orations, these bards unleash the magic
Additionally, you can cast this spell as part of a of dramatic or comedic performance through the
performance of singing, playing an instrument, spoken word.
reciting a poem, or dancing. When you do so,
the casting is indistinguishable from the rest of Bonus profiCienCies and neW spell
the performance and the duration of enthrall is
extended for up to 10 minutes as long as you keep When you join the College of the Playwright at 3rd
performing. level, you gain proficiency with calligrapher’s supplies.
You also learn the minor illusion cantrip if you don’t
naturally CaptiVating know it already, and it does not count against the
number of bard cantrips you know.
At 3rd level, you’ve mastered how to use your enticing
nature to distract and enthrall others into falling inspiring speeCh
for your wiles. When a creature you can see within
60 feet of you makes a Wisdom saving throw, you Starting at 3rd level, you can write out a speech,
can use your reaction to expend one of your uses of soliloquy, poem, or a comedic routine during a long
Bardic Inspiration, rolling a Bardic Inspiration die and rest, expending one use of your Bardic Inspiration to
subtracting the number rolled from the creature’s imbue it with magic.
roll.
A creature can read the speech aloud off the page
You can choose to use this feature after the as a bonus action. That creature can then choose
creature makes its roll, but before the GM determines another creature within 60 feet that can hear it. The
whether the saving throw succeeds or fails. A creature chosen creature gains the Bardic Inspiration die
is immune to this effect if it can’t either hear or see expended when you created the speech and can
you, or if it’s immune to being charmed. use it as though it were gained through your Bardic
Inspiration feature. The speech loses its magic after it
influenCer is used in this way.
Your reputation and the breadth of your renown You may only have a number of magical speeches
has power. At 6th level, as an action you can speak equal to your Charisma modifier written at a time; if
your name to a creature that shares a language with you try and compose another speech, the previously
you, and magically try to influence that creature. The written one loses its magic.
target must make a Wisdom saving throw against
your spell save DC. On a failure, for the next hour magiCal monologue
you gain a +5 bonus to Charisma checks made to get
that creature to act in your interest and that creature Beginning at 6th level, you can write a singular
has disadvantage on saving throws to avoid being monologue and imbue it with magic during a long
charmed by you. rest. Choose a bard spell that you know at 5th level
or lower. While writing the monologue, you cast the
Whether or not a creature succeeds on the saving spell as normal, but the effect does not take place.
throw, it cannot be affected by this feature again for Instead, any creature that can read the speech and
10 days. speaks the words aloud can cause the chosen spell to
come into effect using your spell save DC, spell attack
posse bonus, and spellcasting ability modifier. The time it
takes to read the monologue is the same amount of
Starting at 6th level when an ally within 60 feet rolls time it takes to cast the spell.
one of your Bardic Inspiration die and rolls a 1 or a 2,
that ally can reroll the die but must use the new roll. You may only have one such monologue at a time,
and if you try and compose another the previous
master of entertainment loses its magic. You cannot compose one of these
monologues and a speech from your Inspiring Speech
At 14th level, you inspire your allies and captivate your feature during the same long rest.
audience with legendary skill. If taking damage would
end a creature being charmed or allow it to make a