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Published by Puccio, 2023-11-10 11:35:57

Historia: Core Book

Historia: Core Book

101 Aviani trici when it is needed but always ready to change their point of view, the Grarconi are aquatic Avians that for many aspects reflect their habitat: at times calm, at times impetuous, determined and persevering. They are patient and thoughtful, suitable for both city and country life, and prefer to face conflicts without violence. With acute eyesight, they are tireless in flight and able to travel extraordinary distances before feeling the need to rest. Increase in Ability Scores. Your Dexterity score increases by 2. Age. A Grarconi reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 60 years. Size. Your size is Medium. Height and average weight depend on the species. Speed. The base speed on the ground is 25 feet, and your flying speed is 30 feet. Acute sight. You have advantage when making sight-based Wisdom (Perception). Extended Flight. You can fly continuously for 12 hours before starting to feel fatigued. Instinct of Familia, Aquatic (Predator): “I am as fluid as the water I love so much”: Species. In Vesteria there are four Species of Grarconi: Cranes, Herons, Ibises and Storks. Ravens do not become unbalanced, preferring to maintain superficial and convenient ties. Only with those who persevere in treating them with respect and kindness, showing that they do not feel pity for them or with those who hold them in high esteem, will they accept to open up and offer their rare friendship. Increase in Ability Scores. Your Constitution score increases by 1. Size. A Raven can reach a height of between 3 1/2 feet and 4 1/2 feet, and weigh between 65 lbs and 90 lbs. Speed. Your base speed on the ground is 20 feet, and your flight speed is 30 feet. Gourmet. You are always successful when attempting to gather food thanks to your peculiarity of considering food things that practically no one else would consider edible. Opportunist. When making attacks of opportunity, you gain advantage on those attack rolls. Instinct of Species, Unfriendly: “I bestow my great friendship only after a long, long time.” Grarcona Familia


CRANES For what reason, the Crane wonders, was I created with these long legs if not for dancing? Queens of every court ball, village fair or theater show, these Grarconi were born to perform, and nothing gives them more joy. Outside of this artistic context, Cranes in fact have difficulty expressing themselves, and are often clumsy with words, but when they start moving, it is impossible to take your eyes off them, so magnetic is their presence. However, their art is not the wild and unrestrained dance of a ritual around the fire: they are attentive, precise creatures, faithful to duty and, when given trust, to their word. Not surprisingly, it is common practice to say that a Crane late for rehearsals is rarer than snow in the summer! In personal relationships, Cranes are just as loyal, and so averse to lies that they often fail to understand if someone else is lying to them. This makes them easy prey for crooks and dishonest characters, and more than one member of this species has found themselves penniless after believing in self-styled impresarios who promised them stardom in the theaters of Salso Nero. Increase in Ability Scores. Your Charisma score increases by 1 .Size. A Crane can reach a height of between 4 feet and 5 feet, and weigh between 55 lbs and 90 lbs. Careful. You have proficiency in the Perception skill. Other creatures gain no advantage when making attack rolls against a Crane while hidden. Dancer. Being a born dancer, you have proficiency in the Performance skill, and dance as if you were a musical instrument. Instinct of Species, Loyal: “I always keep my word”. HERONS Herons love the art of war, yet most of them have never wielded a weapon or set foot on the battlefield. These Avian sages are warriors of the mind when around a table covered with maps and illuminated by a torchlight, they plan how and when to strike. Born strategists, the Herons put their cautious, calculating and forward-looking temperament to good use. Even when they do not actually become military advisors, they never fail to carefully plan their next move, whether they are spice merchants or gamblers. Sometimes this trend is exacerbated by indecision: it is very difficult for certain Herons to determine, among dozens of meticulously foreseen scenarios, which one is the best. Although


103 Aviani IBISES There are those who argue that the beak of the Ibis, curved and sharp, resembles a weapon. The Ibis will agree, stating that the pen kills more than a sword. The Ibis take credit (perhaps legitimately, perhaps not) for having invented writing and to have spread it by the grace of their kind heart among other creatures. Their love for the written word is strong: whether they are scribes, scholars, poets or archivists, the Ibis feel like princes of the glyph and keepers of the parchment. This contributes to their haughty, proud and touchy character. They do not look favorably upon those who approach writing or reading with a carefree spirit, anyone who does not compose their texts with the finest language (and this makes them especially despise the Geese and their dry and essential prose), and even more those who bask in their ignorance. Many Ibises dedicate their lives to creating their own culture, which makes them priceless advisers on one hand and on the other pedants always ready to teach. Among their unexpected interests, however, is their fondness for drinking, but it is woe to accuse an Ibis of being a drunkard, as you would be punished with writing a dissertation several hours long on the vines of the Green Pit. they do not like getting their hands dirty, Herons are neither cowards nor weak; on the contrary, when they have no choice, they know how to unleash a quick and nervous strength that often surprises their opponents. Lonely and, according to many, very cold, these Grarconi prefer their own company, but will lend their help if asked to do so. Increase in Ability Scores. Your Strength score increases by 1. Size. A Heron can reach a height of between 4 1/2 feet and 5 1/2 feet, and weigh between 55 lbs and 90 lbs. Meticulous preparation. If you use your first action in combat to prepare an attack action, you have advantage to the throw to hit that attack. Feather step. If you do not have disadvantage, you gain advantage on Stealth checks to move silently. Instinct of Species, Patient: “I believe that waiting is often preferable to acting.”


Increase in Ability Scores. Your Intelligence score increases by 1. Size. An Ibis can reach a height of between 4 feet and 5 1/2 feet, and weigh between 65 lbs and 90 lbs. Calligrapher. You gain expertise with calligraphy tools. Wise. Choose either Arcane, Nature, or History. You gain proficiency with that skill. Sommelier. You can always perceive the purity of a liquid that you can observe closely, managing to identify the presence of harmful or polluting external elements. Instinct of Species, Behavior: “My pride is untouchable, in any situation”. STORKS In the eyes of many, the sight of black and white plumage, large wings and a bright orange beak is the symbol of salvation. Altruistic kind-hearted, patient and ready for action, the Storks were born to excel when the priority is helping others. There are countless companies of Stork nurses ready to fly when they receive the call, even when it comes from the battlefields. Although these Grarconi are not naturally dismissive of danger, the desire to lend their help is stronger than their fear. Luck often assists these generous souls, and many veterans or sick people who have now recovered will swear that touching the beak of a Stork is the best talisman: the Storks sigh, smile and endure, well aware that a hopeful sick person has more chance of recovering than one who has lost faith. Talkative, sunny and full of practical sense, Storks are welcome everywhere, but their tendency to “nurse” everyone can sometime create tensions with those who cannot tolerate being cared for as if they were a puppy or a sick person. Increase in Ability Scores. Your Wisdom score increases by 1. Size. A Stork can reach a height of between 4 1/4 feet and 5 1/4 feet, and weigh between 65 lbs and 90 lbs. Lucky. When you roll a 1 on an attack roll or saving throw, they can repeat it but must use the new result. Sense of Care. You have advantage when making Wisdom (Intuition or Medicine) skill checks to determine the physical state and mental health of a creature who they can observe for at least 1 minute. Instinct of Species, Pity: “I take care of the weak and the sick”.


105 Aviani Size. Your size is Small. Height and average weight depend on the species. Speed. Your base speed on the ground is 20 feet, and your flight speed is 30 feet. Agile. You may move through the spaces of any larger creature. Social skills. You gain advantage when making rolls regarding social interactions with non-hostile sentient creatures. Maneuvers in flight. You have advantage on Dexterity (Aerobatics) checks made while in flight and can make a Dexterity saving throw instead of a Constitution saving throw to maintain Concentration while in flight. Acute sight. You have advantage on Wisdom (Perception) sight-based checks. Instinct of Familia, Harmless (Prey): “I am often not taken seriously.” Species. In Vesteria there are four Species of Pici: Nightingales, Robins, Sparrows, and Woodpeckers. t is difficult being the youngest in an illustrious family, full of powerful wings, cruel claws and sharp intellects. Difficult, but not impossible. The Pici, although they are sometimes taken lightly by larger creatures, have learned to use their considerable strengths to carve out a well-deserved place in the world and deny, or exploit, the prejudices directed at them. Very agile, determined and gifted with the most melodious of voices, they are able to cope in any situation, from the most opulent Grand Ball to the exploration of an inaccessible peak. Increase in Ability Scores. Your Dexterity score increases by 2. Age. A Pici reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 60 years. Pici Familia


NIGHTINGALES If there is a species justified to be in love with their own voice, those are the Nightingales. There is no one, in all Vesteria, who can realistically compete with their beautiful singing, and these Pici know it well. Aware of their own value in the best of cases, arrogant in the worst, the Nightingales do not need external reassurances to confirm their talent, which they do not hesitate to exploit professionally. It is very rare to find Nightingales who have not made singing their main occupation, and even rarer to find one who does not sing at all, not even for pleasure. Despite their objective qualities, however, we should not think that the Nightingales are resting on the laurels that nature has prepared for them: perfectionists, genuinely in love with music and always looking for ways to improve themselves, the Nightingales work hard for their art. Negative criticisms do not touch them particularly, but they are deeply wounded if their listeners are indifferent or insensitive. Increase in Ability Scores. Your Charisma score increases by 1. Size. A Nightingale can reach a maximum height of 2 1/2 feet, and weigh no more than 45 lbs. True singer. You have proficiency in the Performance skill and in the use of your voice, which is considered a musical instrument, and are considered to have expertise with regards to any singingbased skill checks. Soave song. You can spend an action to produce a sweet song that refreshes the soul and body of your companions. Any ally within 50 feet that can hear you can ignore one level of exhaustion for a minute. This ability can be used again after finishing a short rest. Instinct of Species, Perfectionist: “I look for the best result in what I do”. ROBINS Small? Sure. Fearsome? I’ll say! Combative? Most of all. Robins forget their small size and devote themselves to the craft of weapons with more ardor than many other creatures bigger than themselves. What particularly attracts them about the art of war is not so much the great coordinated maneuvers on the battlefield, or the study of strategy, or even the wild pride in ousting an invader: it is the challenge itself, the song of steel against steel , the new technology captured from an opponent, the thrill of victory. Many consider this almost “sporty” attitude towards battle as childish, but Robins are born duelists, and there is no greater joy for them than facing a contender of their height and being able to test their surprising ability. They


are considered, and with good reason, among the best tournament fighters ever seen, and their amazing and daring deeds fill the mouths of bards, commoners and noblemen with the same frequency and excitement. It is difficult to interact with these Avian fighters in a non-antagonistic way, since they always seem to have something to prove, but it is worth trying, since the friendship of a Robin can prove decisive in more ways than one. Increase in Ability Scores. Your Strength score increases by 1. Size. A Robin can reach a maximum height of 2 1/2 feet, and weigh no more than 45 lbs. Singer. You have expertise in the use of your voice which is considered a musical instrument. Courage. You are immune to the effects of fear. Fiery Spirit. If struck by an opponent, you may spend your reaction to gain advantage on the next attack against that opponent by the end of your next round. Instinct of Species, Competitive: “I always look for an opponent to challenge and beat”. SPARROWS To torture a Levri one must make them a servant. To torture a Puma, you must force them to practice etiquette. To torture a Sparrow, one must simply leave them alone. These Avians are among the most social of all and find maximum satisfaction in interacting with others. Known by all as harmless (even when they are not) and appreciated for their witty and brilliant humor, they are welcome in any environment, where at the same time they go unnoticed and, for their ubiquity, they are missed if absent. They are revelers and rowdy, yet they know how to adapt their conversation to any interlocutor, talking with ease of yeast with bakers, of port taxes with the advisers and of burning gossip with the gentlemen. They are not intimidated by the fame of others, by lineage or religion, often being accused of being irreverent or even blasphemous. Their confidence and ease are however helpful when choosing the ideal approach to take with even the most hostile conversationalists and it is very rare that a Sparrow will resort to arms to resolve even the hottest of arguments. Increase in Ability Scores. Your Wisdom score increases by 1. Size. A Sparrow can reach a maximum height of 3 feet, and weigh no more than 45 lbs. Singer. You have expertise in using their voice which is considered to be a musical instrument. Sociability. You have proficiency in the Persuasion skill. Wild spirit. You have expertise in the Survival skill. Instinct of Species, Sociable: “I trust strangers”.


108 t is no coincidence, habit or an exaggeration that the Rapax consider themselves kings of the Avians, even if only a few of them actually end up dedicating themselves to politics. Large, strong, threatening and regal, these noble creatures inspire fear, a little due to their reputation, a little for the feral reflection that flashes in their amber eyes. They are among the most respected of warriors by both their comrades and opponents, and the few of them who decide to pursue a mercenary career often demand very rich payments. Increase in Ability Scores. Your’s Charisma score increases by 1. Age. A Rapax reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 60 years. Size. The size of a Rapax varies by species, as does their stature and average weight. Claws. While flying, you can use yourr claws as a natural weapon to make an unarmed strike. They inflict 1d4 + your Strength modifier piercing damage, unlike the normal bludgeoning damage of an unarmed strike. Peck. You can use your hooked beak as a natural weapon to make an unarmed strike. It inflicts 1d4 + your Strength modifier piercing damage. Wild spirit. You have proficiency in the Survival skill. Feared. You have proficiency in the Intimidate ability. Acute sight. You have advantage on Wisdom (Perception) sight-based checks. Instinct of Familia, Distance (Predator): “I can analyze situations while keeping at a distance”. Species. In Vesteria there are three Species of Rapax: Eagles, Falcons, and Vultures. WOODPECKERS Woodpeckers are the kind of creature that after being offended not only sulk for months, but demands official apologies in writing, countersigned by at least two witnesses, a gift of reconciliation and a visit to the offender’s own (often remote) home in order to look the culprit of the affront in the eye while being apologized to. They are stubborn, touchy, easily irritated and undoubtedly the least social of all Pici. Nonetheless, they are not cold hearted, even if they try not to show it. If a loved one suffers or needs support, they secretly work to get them what they need, large or small. Industrious, savers and moderate, however, they are capable of great gestures of kindness, which is given in the strictest confidence, and they are very sensitive to injustices, to which they react more with deeds than with words. Unique among the Pici, they do not possess the gift of singing, which they silently admire: music is their weak point, and the only thing that generates genuine emotion in them. Increase in Ability Scores. Yourr’s Constitution score increases by 1. Size. A Woodpecker can reach a maximum height of 3 feet, and weigh no more than 65 lbs. Peck. Your beak deals 1d4 points of damage instead of the normal damage of an unarmed attack. You may use your bonus action to make an attack with your beak as if it were the second weapon of a two-weapon attack. Stubborn. You have advantage on Constitution saving throws against effects that would stun you. Instinct of Species, Solitary: “I can be alone and keep others at a distance”. Rapax Familia


EAGLES Eagles, endowed with natural authority and great strength, would have all the credentials to aspire to command. Yet when they do it is not to guide others towards a brighter future, but their thirst for power: simply put, their place is at the summit. Their authority is dry and uncompromising, and they are unlikely to surround themselves with ranks of advisers and attendants: they are solitary, individualistic and shy creatures, and do not like to interact with those who they (sometimes for good reason, sometimes due to pure prejudice) believe are not their equals. As haughty as they are cold, these Rapax are excellent fighters but bad soldiers, as they struggle to accept given orders; to convince them to follow, you must prove to be their equal, which is never easy. When a captain shows up with an Eagle lieutenant at their side, their opponent is doubly afraid: first for having to fight against a member of this species, and second because the Eagle’s presence speaks much about the merit of the captain. In personal relationships, Eagles oscillate between total reserve and blatant gestures. Normally jealous of their feelings, which they do not willingly express, when feeling strong emotions, they have dramatic and disproportionate reactions, both positive and negative.


Increase in Ability Scores. Your Strength score increases by 2. Size. An Eagle can reach a height of between 4 1/2 feet and 5 1/2 feet, and weigh between 65 lbs and 110 lbs. Your size is Medium. Speed. Your base speed on the ground is 15 feet, and your flying speed is 40 feet. Improved claws. The damage caused by your claw attack increases to 1d6 + your Strength modifier. Snatch. If you hit an opponent smaller than yourself with a claw attack, you may lift it off the ground. Instinct of Species, Noble: “I can fly higher than ordinary people.” FALCONS Impulsive, always active and impatient, Falcons live life at high speed. They hate waiting, whether for the comfort of others or imperative circumstances, and they always look for ways to streamline and hurry things along. They are competitive in the most carefree way and love to compete for ephemeral laurels that give them great satisfaction, before moving on to the next challenge. They live in the present, and tend to be bad strategists but excellent executors, although prudence is never their strength. In the military, they are sought-after and highly regarded as reconnaissance and raiders, often employed in quick guerrilla tactics. Unfortunately, their incredible agility and dexterity, especially in flight, sometimes gives them the illusion of being invulnerable. In their relationships, Falcons tend to be changeable and reluctant to make enduring bonds, which they perceive as too limiting, and anyone who wants to entertain any type of relationship with them must be aware of this trend. They love to travel, to experience new and exciting things, and they fear boredom and monotony more than anything else. Increase in Ability Scores. Your Dexterity score increases by 2. Size. A Falcon can reach a maximum height of 4 feet and a weight of no more than 65 lbs. Your size is Small. Speed. Your base speed on the ground is 15 feet, and your flight speed is 40 feet. Elusive Attack. A Falcon does not make attacks of opportunity when flying out of an enemy’s range after a claw attack. They must travel at least 4.5 meters in flight before making an attack. Maneuvers in flight. You have advantage on Dexterity (Aerobatics) checks made while in flight and can make a Dexterity saving throw instead of a Constitution saving throw to maintain Concentration while in flight. Instinct of Species, Diving: “I throw myself into action, danger cannot touch me.”


111 Aviani


112 ot all Avians long for adventure, risk, intrigue or battle. In fact, the Ruspei seem to prefer the exact opposite. On average they are mildly warlike, habitual and domesticated. This Familia looks for strong emotions only if connected to good food, entertainment or gossip. If they must work (and there are not many Ruspei who appreciate work), they dedicate themselves with pleasure to all professions related to the land. Sociable and altruistic, they are at ease in all convivial situations. Increase in Ability Scores. Your Charisma score increases by 2. Age. A Ruspei reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 60 years. Size. Your size is Medium. Height and average weight depend on the species. The male specimens of Ruspei are on the average larger than females. Limited flight. You may not use your flying speed for two consecutive turns and cannot rise more than 10 feet above the ground. Rural bond. You have expertise on Intelligence (Nature) checks involving seeds or crops. Protective. If our ally is hit by an opponent, you may use yourreaction to get a +1 bonus on rolls to hit that opponent until the end of your next round. Instinct of Familia, Habits (Prey): “I appreciate the daily routine and I am averse to change”. Species. In Vesteria there are three species of Ruspei: Chicken, Peacocks and Pheasants. VULTURES Why risk seeing your plans fail just because you chose the wrong time to make a decisive move? Vultures, kings of opportunity live by this principle. Calculating, patient, intelligent and never impulsive, these Avians prefer to wait for the right moment to act and maximize their chances of success. Vultures hate losing or discovering that they are wrong even on trifles, and although they do not show it, they are extremely competitive. Unique among the Rapax, they are at ease in complex and nuanced social environments, where they find the ideal playing field for their plots. They do not hesitate to leverage their disturbing nature to manipulate others, and rarely are they themselves intimidated. They despise superficiality and naivety, considering them to be weaknesses, and tend not to have intimate personal relationships for the same reason: it is too easy for loved ones to become the currency of blackmail, and the last thing a Vulture wants is to offer themselves to their opponents. Increase in Ability Scores. Your Constitution score increases by 2. Size. A Vulture can reach a height of between 4 1/4 feet and 5 feet, and weigh between 65 lbs and 110 lbs. Your size is Medium. Speed. Your base speed on the ground is 20 feet, and your flight speed is 30 feet Discriminating Nose. You have advantage on Wisdom (Perception) checks based on the sense of smell. Courage. You have advantage on saving throws against fear. Instinct of Species, Treacherous: “I hit the enemy when they are at their weakest.” Ruspei Familia


113 Aviani show off in front of young girls, and they are unrepentant womanizers: loyalty is not for them in many aspects of their lives, in fact even on the battlefield they are often accused of changing sides. Increase in Ability Scores. your Strength score increases by 1. Size. A Chicken can reach a height of between 3 1/2 feet and 4 1/4 feet, and weigh between 45 lbs and 90 lbs. Speed. Your base speed on the ground is 30 feet, and your flying speed is 30 feet. Crowing. You have proficiency in the Performance skill and in the use of your voice which is considered a musical instrument. Solar biorhythm. You always wake up naturally a few minutes before sunrise and are always aware of the time. Instinct of Species, Eccentric: “I act in distinct ways from those around me.” CHICKEN Few Avians are polarized between male and female like chickens, which contrast belligerence and kindness, vanity and altruism in a truly extreme way. The females of the species are often those typical friends or eccentric but kind-hearted relatives, who live in a house infested with absurd junk, inexplicable inventions, books, collections of cork stoppers and artisanal liquors of undoubted toxicity. They cultivate their bizarre interests freely, but without ever forgetting involvement in the community. Lovers of puppies and simple people, they are happy to take care of those who risk being alone, managing to make themselves well-liked enough to snatch a smile from even the surliest of creatures. The males, on the contrary, are quarrelsome, vain, touchy and always ready to attack and fight. Nervous and often disloyal fighters, they feel the constant need to assert themselves over others to feel strong and respected. They love to


PEACOCKS Peacocks dream of a time that no longer exists, or that perhaps never was: idealists, in love with a chivalry made up of noble deeds, courteous love and devotion, they are convinced of their nobility. If this sometimes makes them a little ridiculous in the eyes of other Avians, who consider them to be deluded fools, Peacocks do not allow themselves to be distracted from their beliefs, which push them to be truly honorable and valiant, even when their natural disposition would induce them to run away. Another factor that unfortunately does not contribute to the credibility of these Ruspei in public opinion is the obsessive attention they devote to their appearance, especially the males of the species: vain and endowed with an excessive and theatrical sense of style, they give enormous weight to their physical looks, both in regard to themselves and others. It must be said though, that with their exquisitely polite ways and their gaudy livery, Peacocks are magnetic and impossible to ignore. Courteous and full of energy, Peacocks love to tell of their adventures anywhere they find an audience to cheer and entertain, even among cutthroats in the darkest corner of an infamous tavern. Increase in Ability Scores. Your Charisma score increases by 1. Size. A Peacock can reach a height between 4 1/4 feet and 5 1/4 feet, and weigh between 65 lbs and 110 lbs. Speed. Your base speed on the ground is 30 feet, and your flight speed is 30 feet. Narcissist. You have advantage on saving throws against fear and avoiding being fascinated by creatures other than Peacocks. Fascinating. You can attempt to fascinate another creature for 1 minute with the movement of your plumage using an action, to avoid it, the target creature must pass a Charisma saving throw with DC equal to 8 + your proficiencyill bonus. The fascinated condition ends if the are aggressive towards the fascinated creature. This ability can be used again after finishing a short rest. Instinct of Species, Vain: “I always put myself at the center of attention”.


115 Aviani PHEASANTS Pheasants seem to live a double life. When they are away from home and in the midst of other creatures they are fearful, always on edge and ready to react to any threat, real or imaginary that it may be; they seem to be in a hurry to resolve their business as quickly as possible, and do not trust the overwhelming majority of the people they have to deal with they are unfriendly, suspicious and brusque. Once they return to their home, however, they change radically: friendly, affable, charismatic and confident, they become jovial hosts and lovers of good living, able to brilliantly entertain tables of adoring guests. Pheasants are greedy, materialistic, a little superficial and secretly ambitious, but not evil. The social evenings organized by them are well known for the delicacy of the food (the demanding palate of these Ruspei is equally famous), the opulence of the setting and the quality of the guests, generally all highly visible individuals carefully selected by the hosts, who love surrounding themselves with friends and acquaintances of prestige and enjoy their fame. Increase in Ability Scores. Your Wisdom score increases by 1. Size. A Pheasant can reach a height of between 3 1/2 feet and 4 1/2 feet, and weigh between 65 lbs and 90 lbs Speed. Your base speed on the ground is 25 feet, and your flying speed is 30 feet. Careful. You have proficiency in the Perception skill. Other creatures gain no advantage to attack rolls against you while they are hidden. Wild spirit. You have proficiency in survival skills. Acute hearing. You have advantage on hearing-based Wisdom (Perception) checks. Instinct of Species, Hedonist: “I devour, consume and savor everything I encounter”.


116 Size. The size of a Strigi varies according to the species, as well as their stature and average weight. The female specimens of Strigi are notoriously larger than the males. Speed. Your base speed on the ground is 4.5 meters. Your flight speed is 9 meters. Claws. You can use your claws as a natural weapon to make an unarmed strike only during flight. If it hits it inflicts 1d4 + the Strength sharp modifier damage, unlike the normal bludgeoning damage of an unarmed strike. Strong intuition. You have advantage in Wisdom (Intuition) checks, in assessing whether a situation could present a threat or a deception. Sensitivity to light. Your have disadvantage over sightbased checks of Wisdom (Perception) when exposed to strong daylight. Improved dark vision. You benefit from excellent eyesight suitable for dark or dim light conditions. You can see up to 120ft. in dim light conditions away as if you were in bright he Strigi are the undisputed lords of the night. If Cats, Bats and a few others love to move after dusk, none of them have the quantity and quality of the gifts that the Strigi are equipped with. Silent and with superfine hearing, their eyes have adapted perfectly to low light. The Strigi are calm and thoughtful, discreet, intelligent and insightful. They tend to be more comfortable in the environment in which they were born and raised (be it a wild territory or a big city), but they all share a great awareness of what surrounds them. Increase in Feature Scores. Your Wisdom score increases by 2. Age. A Strigi reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 60 years. Strigi Familia


117 Aviani Increase in Feature Scores. Your Charisma score increases by 1. Size. A Barn Owl can reach a height of between 1.2 meters and 1.4 meters and weigh between 30 and 40 kg. Your size is Medium. Spectral. You have expertise in the Intimidate ability. Toddle. Unlike the other Avians, a Barn Owl can also use their claw attack from the ground by placing themselves prone, but without having disadvantage to attack rolls. Screech. Barn Owls can make a sharp screech that confuses and stuns their opponents. Each creature within 6 meters of you must pass a Charisma saving throw with DC 10 + your skill bonus or become stunned for 1 round. You can use this ability again after finishing a short rest. Instinct of Species, Lament: “I never keep a complaint to myself ”. light conditions, and in darkness as if you were in dim light. In the dark you are unable to discern colors, but only shades of grey. Wild spirit. You have proficiency in the Survival skill. Superfine hearing. You have advantage over hearing-based checks on Wisdom (Perception). Silent Flight. Unlike the flight of the other Avians, that of the Strige is extremely silent and does not produce the classic noise of flapping wings. You take advantage of the Dexterity (Stealth) checks to avoid being noticed while you are flying. Instinct of Familia, Nocturne (Predator): “I prefer to act without being seen.” Species. In Vesteria there are four Species of Strigi: Barn Owls, Little Owls, Owls, and Tawny Owls. BARN OWLS With their white and heart-shaped face, golden plumage and deep black eyes, the Barn Owl does not seem to have a ruthless tongue ... and yet, their appearance is deceiving! The members of this species, also thanks to their fine intellect, love debate in all its forms and cannot keep their beak closed even when it best suits them. Barn Owls effortlessly master all the weapons of a good orator and are accustomed to winning easily in verbal battles. Charismatic, self-confident and naturally versed in the most intellectual of disciplines, these Strigi do not like getting their hands dirty, and before resorting to force they prefer to rely on intimidation, which is their base talent. Barn Owls do not shine for emotional sensitivity, and in their relationships they can often seem cold or not very involved; they do not like to express their feelings, especially positive ones and much less so in public, where it could be noticed and used to their disadvantage; but when they become attached to someone, they do what they can to make it known to those directly concerned through small and private gestures.


LITTLE OWLS Libraries are the natural environment of several Avians, but none of them treasure the content of these forests of knowledge as much as the Little Owls. Rational, sharp and thirsty for knowledge, these little Strigi are considered the best teachers thanks to their temperament and analytical side, and for many noble families being able to boast their offspring having been educated by an owl is a very prestigious claim. Little Owls love knowledge when it is not an end in itself and especially when it brings them closer to the Truth: they despise superstition and everything that in their opinion smells of cultural backwardness, and tolerate the study of such subjects only if it can give them tools to be used for their own benefit. They hate injustice and dishonesty and feel empowered to intervene when they meet them. They are not the most emotional of creatures, but their crystalline sincerity and love for justice make them honest, open and faithful companions, who will never change their word. To change a Little Owl’s mind, especially one convinced of being right, is practically impossible: the only eventuality lies in demonstrating to them with irrefutable facts, possibly supported by an authoritative writing, the fallacy of their position, which they will then hesitantly accept. Increase in Feature Scores. Your Intelligence score increases by 1. Size. A Little Owl can reach a maximum height of 1 meter and a weight not exceeding 30 kg. Your size is Small. Brings bad luck. You have the reputation, throughout Vesteria, to be a bearer of misfortune if sighted on the battlefield. When an opponent rolls a natural 20 on an attack or saving throw, and you can see it, you can use your reaction to turn that 20 into a 1. You can use this ability again after finishing a short rest. Reasoning. You have advantage on Intelligence-based saving throws. Instinct of Species, Truth: “I intervene when there is something wrong”. OWLS Royal and imposing, for many that of the Owls is the very face of wisdom. Unlike the Little Owls, their knowledge is not the algid one of academic treaties, but is varied, influenced both by the great scholars of their time and by the itinerant minstrels, encyclopedic and in continuous evolution. Fair and balanced, Owls often hold positions of great authority which imply having to make very important decisions: political leaders, judges


119 Aviani As for relationships with others, Tawny Owls are very empathetic and easy to influence by those they are fond of, and this tendency contributes to getting them into trouble as much as to getting them out of it. Increase in Feature Scores. Your Constitution score increases by 1. Size. A Tawny Owl can reach a height between 1 meter and 1.5 meters and weigh between 20 and 40 kg. Your size is Medium. Mimicry. When creating the character, you choose an area of origin between urban or wilderness. You have advantage in Dexterity (Stealth) checks carried out to hide within your chosen territory. Opportunist. You have advantage on attack rolls made for an opportunity attack. Grasper. You have proficiency in the Sleight of hand skill and have advantage in Grabbing checks and opposing checks to maintain your grip. Instinct of Species, Listener: “I can listen to others and empathize with them”. or high-ranking advisors are just a few of the examples, as Owls excel wherever they can dispense their knowledge to improve a situation. Very often, this desire precisely leads them to exceed and to share their opinion even when it is not required or necessary, which often puts more than one listener in crisis as some Owls have the dramatic tendency to digress or become long-winded. Many others, however, are excellent and enthralling speakers, expressive, charismatic and determined, capable of profoundly influencing the opinion of those who hear their words. Owls are as social in public life as they are reserved and selective in the private sphere, where they are often slightly clumsy but affectionate. Increase in Feature Scores. Your Strength score increases by 1. Size. An Owl can reach a height of between 1.2 meters and 1.7 meters, and weigh between 30 and 50 kg. Your size is Medium. Expressive. You can make yourself understood and communicate simple messages in an exceptional way, even if only through your facial expressions. Wise. You have proficiency in a skill chosen from Knowledge, Nature and History. Imposing pose. You can inflate the plumage of your body and stretch your spine to gain several centimeters in height. Thanks to this ability, you have advantage in Charisma checks (Intimidate) towards creatures smaller than them. Instinct of Species, Wisdom: “I can always give advice to all” TAWNY OWLS Being one with your environment has multiple advantages. When you are the prey, it makes escaping easier even if you are physically disadvantaged; when you are the predator, it allows for the perfect ambush. Tawny Owls are often found waiting, in hiding. This gift makes them highly sought after for all those jobs where discretion is fundamental. Indeed, their opportunism is an added value and the quickness of their reflexes can make the difference between life and death. Despite having all the credentials to excel in many fields, Tawny Owls often find themselves operating in the underworld as spies, thieves, pickpockets, burglars and so on. Anything but naive, these Avians have the know how to face and complete any task and always find a way out even when they are cornered: they always have the right answer and it is very difficult to intimidate them, managing to keep cool and rational under pressure.


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121 Professions Chapter Four - Professions he Professions chapter contains the rules regarding character classes, redeveloped to better fit Historia’s dark Renaissance setting and considering the presence of a rare, mysterious form of magic. Venturing professions represent the path chosen by the characters to make their way through the world of Vesteria, as well as the skills they rely upon to solve problems and take part in intrigue and struggles for survival. The professions don’t include the entirety of what characters might choose to do with their life, but are rather a meeting point between the crucial parts of the adventure and the more common occupations with interesting qualities, in order to better experience the game’s style of storytelling. Alchemists, armigers, sages, rogues, engineers, magi, merchants, mortifieds, priests, and mercenaries are the foundations of Historia’s narratives, and play its leading roles; some are rarer than others, especially the ones with magical tendencies, and even more so if that magic is not linked to the Church. Remember: Historia’s emphasis on ‘scarcity’ is crucial to the narrative.


122 n the eyes of the profane, Alchemy is somewhere between real magic - which can accomplish anything - and a bag of cheap tricks that are only good to make crowds of village onlookers stand in wonder. Alchemy is indeed all of this and much, much more. It is a science based on centuries of experimentation and research conducted by the brightest minds of Vesteria; it is magic, because there is no other definition that can effectively describe the Elixir of Eternal Life; it is philosophy, in that it questions the great mysteries of earthly existence, such as the nature of the soul, matter, natural cycles and death. But it is also inspiration, madness, courage, art and curiosity. Practitioners of this enigmatic discipline are not afraid of getting their hands dirty, and at the same time they know how to make best use of their intellect as only Magi and Erudites are used to doing. Their multifaceted intelligence predisposes them to lateral thinking and they do not fear challenges as they are well aware that there is always an alternative route to a solution. The resources they can muster in the most critical situations are surprising, and even if they sometimes turn out to be double-edged weapons, the fearless soul of the Alchemist is always ready to face whatever consequence comes their way. Alchemist Level Proficiency Bonus Features "Practices 1 Act" "Practices 2 Act" "Practices 3 Act" "Practices 4 Act" 1 2 Alchemical Practices - Nigredo 2/short - - - 2 2 Essay (common) 2/short - - - 3 2 Doctor of Scientia 3/short - - - 4 2 Ability Score Improvement 3/short - - - 5 3 Alchemical Practices - Albedo (2 Acts), Cycles unlimited 2/short - - 6 3 Appraisal unlimited 2/short - - 7 3 Feature of the Doctor of Scientia unlimited 3/short - - 8 3 Ability Score Improvements unlimited 3/short - - 9 4 unlimited 4/short - - 10 4 Essay (uncommon) unlimited 4/short - - 11 4 Alchemical Practices Citrinitas (3 acts) unlimited unlimited 2/long - 12 4 Ability Score Improvement unlimited unlimited 2/long - 13 5 Essay (rare) unlimited unlimited 3/long - 14 5 Feature of the Doctor of Scientia unlimited unlimited 3/long - 15 5 unlimited unlimited 4/long - 16 5 Ability Score Improvement unlimited unlimited 4/long - 17 6 Alchemical Practices - Rubedo (4 Acts) unlimited unlimited 4/long 1/long 18 6 Feature of the Doctor of Scientia unlimited unlimited 4/long 1/long 19 6 Ability Score Improvement unlimited unlimited 4/long 2/long 20 6 Philosopher's Stone unlimited unlimited 4/long 2/long


123 Professions ALCHEMICAL PRACTICES An alchemist knows how to transmute matter, body and spirit through the foundations of alchemy. It all starts with the black phase, called Nigredo, through which the four basic elements - water, air, fire and earth - can be manipulated into the four basic acts of alchemical practice: Calcinatio, Putrefatio, Distillatio and Sublimatio. At 1st level, you are able to use a rough version of the Nigredo quickly. As a bonus action on your turn, you may perform one of the four acts described below. Each of them creates a simple mixture that can be used by anyone as an action: • Calcinatio - creates an elixir that increases the AC of the drinker, or of the object on which it is poured, by 3 for 1 minute. • Putrefatio - creates a powerful contact poison: through a ranged weapon hit, the target takes 3d6 necrotic damage. • Distillatio - creates an elixir which, when imbibed or administered, heals 2d8 hit points by spending one life die. Used on a broken object it can bring it back to its original intact condition. • Sublimatio - creates a black stone that can be thrown up to 30 feet away, forming a cloud of thick black fog 20 feet in diameter, making the area heavily obscured. You can execute these procedures as many times as shown in the table. At the end of a short or long rest, existing mixtures lose their power and you recovers all uses. With experience, alchemists will learn how to quickly use multiple procedures in the same shift, combining the four fundamental effects to obtain new and mysterious results. ALCHEMICAL FOCUS You can use regular geometric shapes or a bag of components as an alchemical focus to execute procedures. Some secret procedures may require a specific focus. ALCHEMIST ABILITY Intelligence is your ability used to determine the effectiveness of the alchemist’s effects, since acumen and preparation are the cornerstone of the discipline. An alchemist uses Intelligence whenever an effect refers to their alchemist ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an effect you have prepared, and when you make an attack roll using one of your effects, as an alchemist you can make a spell attack roll using their own characteristic. CLASS FEATURES As an alchemist you gain the following class features. HIT POINTS Hit Dice: 1d6 per alchemist level Hit Points at 1st level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st PROFICIENCIES Weapons: Simple weapons Tools: Two artisan’s tools of your choice. A gaming set of your choice Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, Insight, Investigation, Medicine, Nature, Perception, History EQUIPMENT You start with the following equipment, in addition to the equipment provided by your venture: • A dress and (a) a sword, or (b) a quarterstaff • A bag of alchemical components and an alchemical focus • (a) a diplomat’s pack, or (b) a scholar’s pack • An artisan’s tool of your choice and an herbalism bag • A tome of alchemy and a white book


124 SUBLIMATIO • Nigredo, 1 act: creates a black stone that can be thrown up to 30 feet away, forming a cloud of thick black fog of 20 feet in diameter which makes the area heavily obscured until the end of the alchemist’s next turn, or inflicts on a number of targets present inside it, equal to the Alchemist’s Intelligence modifier, the effects of any other alchemical act performed in the same process. • Albedo, 2 acts: during its effect the alchemist can use a reaction to move themself or up to three small objects not held by a creature by 10 feet. The alchemist can see normally inside the effect. • Citrinitas, 3 acts: when the effect is activated, all creatures inside the sphere must make a Strength saving throw or fall prone. • Rubedo, 4 acts: when the effect is activated, the alchemist has control over the cloud, duplicating the effects of the arcane hand spell cast at 9th level. ESSAY Starting at 2nd level, you begin to collect your research notes in a essay. Depending on the topic of the essay, you obtain different benefits. CHEMISTRY ESSAY An alchemist is able, if given time, to prepare effective mixtures. Your essay collects processes for preparing potions. You gain proficiency with herbalist tools. At the end of a short or long rest and with access to herbalist tools, you can prepare a common potion by spending 20 coins. You begin the treatise with the processes for the potion of healing and the potion of climbing. If you find a potion, you can spend a short or long rest to study it and add it to the alchemical processes they already know. At 10th level, you can prepare an uncommon potion by spending 80 coins, adding processes for the potion of greater healing and the potion of giant strength (21). At 13th level, you can prepare a rare potion by spending 350 coins, adding the processes for the potion of superior healing and the potion of giant strength (25). Saving Throw DC = 8 + your proficency bonus + your Intelligence modifier Effect attack modifier = your proficiency bonus + your Intelligence modifier. HIGHER ALCHEMICAL PRACTICES Starting from 5th level, you discover how to bring your alchemical practices to a more refined level by discovering the white phase, called Albedo, which allows you to perform two acts within the same alchemical process. Subsequently, at the 11th level you reache the yellow phase, Citrinitas, and can perform three acts in one process, and at the 17th level you finally complete the alchemical study with the red phase, Rubedo, with which you can perform four acts simultaneously. Performing the same act during the same process intensifies its effects. The effects are cumulative. • Nigredo, 1 act: creates an elixir that increases the drinker’s AC by 3 for 1 minute. • Albedo, 2 acts: increases maximum hit points by 10. • Citrinitas, 3 acts: confers resistance to bludgeoning, piercing and slashing damage. • Rubedo, 4 acts: confers immunity to conditions, environmental damage and levels of exhaustion. PUTREFATIO • Nigredo, 1 act: creates a powerful contact poison. A ranged weapon hit that uses this poison deals an additional 3d6 necrotic damage. • Albedo, 2 acts: Poison damage increases to 5d6 and the target must make a Constitution saving throw. In case of failure, they are poisoned for a minute. • Citrinitas, 3 acts: poison damage increases to 8d6, and while the target is subject to the poisoned condition, every time it suffers levels of exhaustion it suffers an additional one. • Rubedo, 4 acts: poison damage increases to 15d6 and if the target reaches 0 hit points while it is poisoned, it dissolves into a pool of rotting sewage. DISTILLATIO • Nigredo, 1 act: creates an elixir that, if imbibed or administered, heals 2d8 hit points by spending one hit die. • Albedo, 2 acts: the healing rises to 4d8 and can remove the poisoned condition. • Citrinitas, 3 acts: the healing rises to 6d8 and removes the conditions sick, poisoned, cursed or petrified. • Rubedo, 4 acts: the healing rises to 10d8 and removes up to three exhaustion levels.


125 Professions EXPERTISE At 6th level, you gain proficiency in Arcana and alchemist’s supplies, and when performing related checks your proficiency bonus is doubled. If you already have these skills, you gain a skill of their choice between those of an alchemist and proficiency in another tool. PHILOSOPHER’S STONE At 20th level, you understand that the Elixir of Eternal Life, the Red Tincture and the transformation of lead into gold are one and the same secret, and you are thus able to transcend mortal nature by obtaining the following benefits. • You stops aging. • You can be in two different places at the same time. You can have two distinct bodies and you only die if both are killed. The two individuals, however, are disturbed by the presence of their other self, and after three days in which they are within seven leagues of each other are considered as having the condition poisoned. • You can bring any person back to life and can cast the true resurrection spell. After casting the spell, you also replaces a trait with an instinct, as if You had died and returned to life together with the target. • You remove any coinage limit, increasing your coinage by 15 and doubles any increase in coinage you may gain. TREATISE ON GEOMETRY You can trace alchemical glyphs with great precision in order to awaken their mystical powers with a few gestures. You gain proficiency with calligrapher’s supplies and the ability to use any scroll you are able to write. At the end of a short or long rest and with access to the calligrapher’s supplies, you can prepare a common magic scroll by spending 20 coins. You begin the treatise with the effects of three level 0 or 1st level spells. If you a scroll or a book of rituals, you can spend a short or long rest to study it and add it to the alchemical processes you already know. At 10th level, you can prepare an uncommon scroll in the same way by spending 80 coins, adding the knowledge of three 2nd or 3rd level spells. At 13th level, you can prepare a rare scroll in the same way by spending 350 coins, adding the knowledge of three spells of 4th or 5th level. ABILITY SCORE IMPROVEMENTS On reaching the 4th level and again at 8th, 12th, 16th and 19th level, you can increase an ability score of your choice by 2, or you can increase 2 ability scores by 1. As normal, you can’t increase an ability score above 20 using this feature. DOCTOR OF SCIENCE At the 3rd level, you choose one of the alchemical disciplines between Philosopher, Iatro or Vitalist. Choosing a discipline will identify your course of study and specialization, giving you some features at the 3rd level and then again at the 7th, 14th and 18th level. CYCLES Some alchemists have discovered secrets for combining different alchemical acts through which they are able to obtain more sensational and mysterious results: these secrets are called Cycles. From 5th level, each alchemist knows a cycle consisting of two acts and can learn a new cycle every two Alchemist levels. Note: for all cycles, only the effects of some combinations will be described, as we preferred to leave some room to imagination and encourage both the player and the GM to collaborate in customizing the discoveries that the Alchemist reaches during their journey, giving each Alchemist the opportunity to discover their own secret.


126 ESSENTIAL SALTS You know that the four humors on which modern medicine is based are an illusion, and they can manipulate essential salts, creating concoctions that can neuter poisons. You gain competence in poisoner’s kit and can create a healing kit bag at the end of a long rest whenever you use an alchemical practice. You can have a maximum number of healing kits created by this means that is equal to your Intelligence modifier. In addition, you can use a healing kit to heal 1d6 + 4 + your alchemist’s level hit points or inflict an equal amount of poison damage with a successful spell attack roll. After healing someone in this way, the target will not be able to benefit from healing again until they have completed a short or long rest. HEAVEN OR EARTH At 7th level, your discipline allows you to bring the lightness of the heavens or the groundednes of the earth to your patients. When a creature dies, you can use a healing kit within one minute and spend your action to bring the creature back to life at 1 hit point and one fewer level of exhaustion. The target will not be able to benefit from this effect until they have completed a short or long rest. IN CORPORE SANO At 14th level, you also beginto alter your own living body, making it more efficient and less subject to external forces. As an action you can spend up to three hit dice to remove up to three exhaustion levels. Using a healing kit, you can do the same on someone else, but will have to roll a Wisdom saving throw or add “I am insanely loyal to the Iatro” as a flaw. This skill can be used again after taking a long rest. LONG-LIFE ELIXIR At 18th level, you discovered and defined the secret to achieving perfect body functions and you don’t need to breathe, eat or sleep. In addition, you age one year every ten and gain immunity to poison. DOCTOR OF SCIENCE IATRO There is no greater and more fascinating mystery than the complex, exquisite machine that is the living body, and a Iatro dedicates themselves to studying it with the ardor of a zealot. In contrast to the philosophy of the Vitalists, Iatris are determined to defeat any physical or spiritual evil, which is why the followers of this branch of alchemy defiantly challenge even the greatest evil: death. With their arts they can take hold those who lean too far beyond the threshold of the living world, even if this miracle often requires a high price…


127 Professions THE ME IN THE WORLD At 14th level, you realize that their continuous manipulations of alchemical substances have left a mark on your body, allowing you to reduce by one the number of exhaustion levels you may gain. This ability can be used again after taking a long rest. However, this discovery leaves its mark:you acquire the additional flaw “I am frightened by what alchemy is doing to me”. LEAD INTO GOLD At 18th level, you learn about the supreme refinement of matter. When using Transmute Matter, the metal of which the object is made can change. In addition, your coinage by 10. PHILOSOPHER Life is too mutable and unpredictable: way too often the results of an experiment turn out to be an exception more than a fixed outcome. For the Philosopher, who paradoxically can be defined as the greatest materialist and therefore finds themself in conflict with Iatri and Vitalists, it is a thousand times better to devote oneself to things that are inert, pure and eternal. They can shape metals to their liking as no blacksmith ever could, and their highest aim is to achieve the transmutation of the vilest matter into the noblest. However, every philosopher eventually learns that the real treasure is the actual journey to the Occult Stone, a metaphor for refining oneself in order to rise to a higher level of awareness. TRANSMUTE MATTER From 3rd level you know how to shape and change the metal objects you can manipulate into more efficient ones. As an action you can transmute the components, or change the shape, of a tiny object not in possession of another creature. You can use this skill a number of times equal to your Intelligence modifier and recover its uses after a long rest. At 5th level, you can shape a small object, at 11th level a medium object, at 17th level a large one and at 20th level a huge object. The transmutation of matter also allows you to have proficiency with all the metal weapons you shape. When using these weapons, from 5th level onwards, you rolls the weapon’s damage dice twice while using their turn for an attack action. At 11th level you roll the damage dice three times, at 17th four times and at 20th level five times. THE WORLD IN ME At 7th level, you gain greater awareness of your importance in the world around you. Your maximum hit points increase by 7 and from now on you gain an additional hit point when you acquire an alchemist level.


128 STRENGTHENING At 7th level, you improve their homunculus, which acquires the special enhancement bonus action, giving them the ability to target a creature within 9 meters of the homunculus. The target gets 1d6 which they can spend to roll and add the result to any attack, save, or ability checks. The creature may also decide to use the die after rolling the d20 but must do so before the GM has declared the roll a success or a failure. Once rolled, the die is spent, and it is possible to have only one die of this type at a time. The homunculus can use this action a number of times equal to your Intelligence modifier, who can recover the uses of the homunculus at the end of a short rest taken by both, on condition that they are within a distance of 20 feet from each other. GROWTH At 14th level, you manage to further refine their homunculus, making it more and more similar to themselves. The size of the homunculus grows to Small, reaching a size slightly larger than half the height of the alchemist. The enhancement die it can supply becomes a 1d8, and it can now perform simple alchemical practices requiring a single act, as effective as if the alchemist themselves had performed them. The homunculus can also replace one of its traits between ideal, bond and flaw, making it equal to one of the yours. RED TINCTURE At 18th level, you come to synthesize the Red Tincture, infusing extremely realistic life energy into their homunculus and coming very close to making it a true duplicate of the alchemist. You can perform any of your own alchemical practices using the action of the homunculus and can use their bonus action to confer the enhancement, whose die becomes 1d10. The homunculus also acquires one other of your traits between ideal, bond and flaw. In the event that you have lost your own traits and replaced them with instincts, the homunculus could display precisely those lost traits, beginning to instill doubt about who the real person is between the two. VITALIST The views of Iatro, says the Vitalist, are narrow: why limit yourself to the study of what is already alive, when you could research what animates inert matter? What is the secret of life, of the soul, of the consciousness of intelligent creatures? These and many more are the questions that fill the minds of the followers of this school, engaged in the construction of their sentient simulacra and in the mad search for a substance capable of instilling real life in what alive is not. HOMUNCULUS From 3rd level you can cast the find familiar spell. The familiar summoned, called homunculus, is a tiny version of the alchemist themselves, though more childish and naive but still obedient , and has the traits of ideal, bond and flaw taken from the three instinct traits of the alchemist’s Familia. The appearance of the homunculus is clearly artificial, composed of fabric and mechanisms, but manages to be eerily disconcerting. As an action, it can attract attention and make its apparition blurry in the eyes of onlookers, giving those who see it a disadvantage on checks related to Perception.


129 Professions CURTAIN OF FLAMES Calcinatio-Putrefatio-Sublimatio Those who use this preparation are surrounded by a curtain of flaming vapors. The user obtains the benefits of calcinatio, resistance to a type of damage chosen between acid, fire, cold and lightning and for the next minute they can use the reaction to inflict the effects of putrefatio on anyone who attacks them. FOCUS THE PAIN Distillatio-Sublimatio-Putrefatio The effect creates a cloud that removes pain and stress from the body of all allies within 20 feet of the subject who uses the preparation, healing them for 3d8 hit points. The healed hit points are then conveyed to a target within 30 feet of the alchemist, who must make a Constitution saving throw. In the event of failure, the target takes damage equal to the total hit points healed among all the targets of Focus the Pain. FORCE CAGE Sublimatio-Distillatio-Calcinatio The three acts do not have their normal effect, and the cycle replicates the effects of the Force Cage spell. FOUR ACTS CYCLES WEIRD Sublimatio-Distillatio-Calcinatio-Putrefatio The four acts do not have their normal effect, and the cycle replicates the effects of the Weird spell. OCCULT REPLICA Calcinatio-Putrefatio-Putrefatio-Sublimatio The creature on which calcinatio is used is duplicated by a liquid metal form that replicates its actions for one minute. The effects of other two-act cycles can be applied, such as Air and Body Refinement, if the alchemist knows them. CYCLES The cycles should be personal displays of the alchemist who combines the effects of the acts in unusual or unexpected ways. They can combine the effects of the acts they apply or replace them for complex interactions between the elements. As a general idea to create new cycles, two-act cycles should replicate spell effects between 3rd and 5th level, three-act cycles should replicate spells between 6th and 8th levels, and four-act cycles 9th level spells. The GM and player should extract significant effects for the history and philosophy of the alchemist. TWO-ACTS CYCLES REFRESH THE SOUL Distillatio - Calcinatio In addition to the effects of the two acts, for the next minute the target receives 8 temporary hit points at the beginning of his turn. MATERIAL REFINEMENT Calcinatio - Putrefatio The two acts have no effect, but the targeted weapon and its ammunition become more solid and prone to destroy the opponent, acquiring a +2 bonus on attack and damage rolls. AIR BODY Putrefatio - Sublimatio The two acts have no effect, but the target’s body sometimes becomes immaterial, falling under the effect of the spell freedom of movement. RESTORATIVE VAPORS Sublimatio - Distillatio A 3-meter diameter cloud of vapor is created and replicates the effects of distillatio on all creatures inside it for a minute. THREE ACTS CYCLES BODY REFINEMENT Distillatio-Calcinatio-Putrefatio The three acts do not have their normal effect on the drinker of this potion, who instead becomes a powerful war machine. By maintaining concentration for one minute, the creature gains 15 temporary hit points at the start of each turn, their melée attacks deal 2d10 additional damage and each cure they receive achieves the best possible dice result.


130 between the infamous taverns and the alleys of the port. Others walk the streets of Vesteria under the banner of any gentleman who pays them a piece of bread and a stable to rest, and some even fight in the arena, at times by choice and others by force, bathing in crowds and blood every day. Whether they are loyal and valiant, petty and cunning or simply thirsty for glory or wealth, all these individuals are armigers, and have made weapons their profession. Skilled, strong, resistant and often highly specialized, armigers are versatile and confident that their training, combined with a pinch of opportunism, will help them get out of any trouble. ome of them rise from their cot before dawn, dismantle the camp together with hundreds of fellow soldiers and prepare for the umpteenth day of the march that will bring them closer to the battlefield, walking in ranks behind their commander. Others organize themselves to patrol the city walls, their thoughts divided between the threats that must be kept out at all costs and those that instead have made their lair within the ramparts, Armiger Level Proficiency Bonus Features Action Dice 1 +2 Fighting Style, Second Wind - 2 +2 Action Dice (d6, 4) 4 3 +2 War Archetype 4 4 +2 Ability Score Improvement 4 5 +3 Extra Attack 4 6 +3 Ability Score Improvement 4 7 +3 War Archetype Feature, Action Dice (d8, 4) 4 8 +3 Ability Score Improvement 4 9 +4 Resilience 4 10 +4 War Archetype Feature, Fighting Style 5 11 +4 Action Surge 5 12 +4 Ability Score Improvement 5 13 +5 Action Dice (d10, 5) 5 14 +5 Ability Score Improvement 5 15 +5 War Archetype Feature 5 16 +5 Ability Score Improvement 5 17 +6 Action Surge (two uses), Action Dice (d12, 5) 5 18 +6 War Archetype Feature 5 19 +6 Ability Score Improvement 5 20 +6 Extra Attack (2), Action Dice (d12, 6) 6


131 Professions FIGHTING STYLE You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You gain an additional fighting style at 10th level. AIM You gain a +2 bonus to attack rolls you make with ranged weapons. BEARER OF FIREARMS You gain proficiency in firearms. Reloading a weapon requires a different type of action: if an action was required, a bonus action is now required, if a bonus action was required, a reaction is now required, if a reaction was required the Reload fire property is ignored. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. GREAT WEAPON FIGHTING When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. PROTECTION When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. SECOND WIND You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. CLASS FEATURES As an armiger you gain the following class features. HIT POINTS Hit Dice: 1d10 for each armiger level. Hit Points at 1st level: 10 + your Constitution modifier Hit points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armiger level after 1st. PROFICIENCIES Armors: All armor, shields Weapons: Simple weapons, martial weapons Tools: none Saving Throws: Strength, Constitution Skill: Choose two from Acrobatics, Athletics, Intimidate, Insight, Perception, Survival and History EQUIPMENT You start with the following equipment, in addition to that provided by your venture: • (a) a chain mail or (b) gambeson, a bent bow and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 bolts or (b) two axes • (a) an dungeoneer’s pack or (b) an explorer’s pack


132 WAR ARCHETYPE GLADIATOR If there are soldiers who fight because they must, the Gladiators fight because the clang of steel against steel for them is sweeter than the song of the sirens, and in battle they find their natural environment. They are opportunistic, histrionic, irreducible and resourceful warriors: they take advantage of every opening, offer their side only to deceive the enemy and are able to react with fury even in the most desperate situations. There are wounds that would knock down any other fighter, but a Gladiator always knows how to get back up. TASTE OF BLOOD Starting at 3rd level, you find greater strength to fight at the sight of the blood of their enemies, as a sign that their strategies have been effective. Whenever you inflict or suffer a level of exhaustion, you also regain an action die. You also gain proficiency in Performance. If they already have one, they gain another skill of heir choice. WAITING FOR THE RIGHT MOMENT Starting from 7th level, you how to chose the appropriate moment to launch your attack. When you use the Dodge action, you can make an attack with a weapon. THIS IS NOT THE END Starting at 10th level, you can briefly ignore the most serious injuries. When you suffer exhaustion levels, the effects are applied at the end of your next round. THE CROWD IN THE PALM OF YOUR HAND Starting at 15th level, you know how to get the maximum scenic effect from their actions. When you make a Performance check that involves violence of some kind, you double your proficiency bonus. In addition, every time you roll a 1 on the d20 by making an attack, you can use a bonus action to perform a Charisma (Deception) check against the opponent’s Wisdom (Insight). If it succeeds, any result of 14 or less on the d20 will count as a 15 for the next attack. I WILL TAKE YOU WITH ME Starting from 18th level, you know how to find energy when they are cornered. When you drop to 0 hit points, you can take an extra turn, ignoring all the penalties of the exhaustion levels.This ability can be used again after taking a short rest. ACTION DICE Starting at 2nd level, you have higher control over their actions in combat. You have 4 d6 action dice available . When making an attack, you may spend an action die, rolling it and adding it to the attack roll. You may decide to spend the action die even after making the attack. In addition, you can spend an action die to increase the damage of all attacks made with your attack action, by rolling the die and adding it to the damage of each attack. You gain another action die at 10th level and another at 20th level. At 7th level, your action dice becomes d8. At 13th level they become d10 and at 17th level they become d12. WAR ARCHETYPE Starting from 3rd level, you chosean archetype that shows how you fight and what techniques you adopt among those presented below. The archetype provides features at the 3rd level and then again at the 7th, 10th, 15th and 18th level. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 20th level. RESILIENCE Starting at 9th level, as a reaction when a saving throw or an ability check fails, you can spend an action die and add it to the roll result, potentially turning a failure into a success. ACTION SURGE Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


PALADIN A Paladin’s weapon is not always the sword they wield, and their armor is not the surplice that covers their shoulders: it is instead faith that arms and protect. Firm in their beliefs, resolute in battle and virtuous in everyday life, the Paladins are warriors animated by a superior ideal, often religious, which burns in their hearts with the intensity of an unquenchable flame and gives them extraordinary powers and abilities, inaccessible to those who do not devote themselves with equal ardor to a spiritual cause. VIRTUOUS PUNISHMENT Starting at 3rd level, when you spend an action die to increase attack damage, you add two dice instead of one, and the extra damage is radiant damage. UNASSAILABLE HEALTH Starting at 7th level, your willpower keeps away the impurity of the world. You become immune to disease. In addition, as an action you can touch a willing target and remove a disease, magic effect or poison. You can use this ability a number of times equal to your Charisma modifier, after which it can be used again after taking a long rest. PROTECTIVE MANTLE Beginning at 10th level, your belif protects you as an aegis. When using an action dice for Indomitable, you can add their Charisma modifier to the roll. MANTLE OF COURAGE Starting at 15th level, your spirit knows how to be imperturbable. When using Energy Recover, you become immune to the frightened condition for one minute and ignore the penalties from exhaustion levels until the end of your next turn. CHAMPION Starting at 18th level your belif hold the answer to any question. When using action surge, you acquire resistance to all damage for one minute.


134 WARLORD The warlord knows that victory will always be a little closer if the party fights like a single individual and is ready to be the instrument of this cohesion by guiding, inspiring or whipping their companions towards success. This is a fighter who, depending on their temperament, oscillates between supportive and altruistic, or tyrannical and inflexible, but in any case, ready to lead by example. Despite fighting with no holds barred, they will never lose sight of the conditions of the group, because for a leader, the death of one soldier is already half a defeat, whether for the money spent to arm and train them or for the loss of a life. BATTLE CRY Starting from 3rd level, when you use energy recover and regains hit points, your allies recover half of the same amount. TACTICAL ORDER Starting at 7th level, when you spend an action die to increase damage, you can renounce this increase and allow an ally to use the reaction to make an attack with a weapon. The ally will recover the reaction at the end of the turn. STRATEGIC PREPARATION Starting at 10th level, when you use Indomitable on a saving throw, they also give the bonus die to allies. ON THE FRONT LINE Starting from 15th level, when an ally benefits from Battle Cry, Tactical Order or Strategic Preparation, they also gains temporary hit points equal to your armiger’s levels. IRREDUCIBLE Starting at 18th level, you can ignore the most serious injuries. As a reaction when you take an exhaustion level, you can spend an action die, roll it and ignore the penalties due to the exhaustion levels, for a number of rounds equal to the result of the action die.


135 Professions one piece. All of this does not apply to a Flagellant, since the wounds they are sure to take will most certainly be inflicted by their own hand. Those belonging to this sinister religious sect, perhaps the most extreme fringe of the Church of the Bones known as the Mortifieds (admittedly only recently formally recognized) believe that flesh, especially their own, is a useless foil that covers the sacred skeleton, and because of this reason, it has to be flagellated. However, the practices of self-harm that distinguish them do not only have a symbolic value but seem capable of activating a state of frightening mystical fury that is often exploited in battle. hen an adventurer prepares to leave, knowing that they will face possible skirmishes, intrigues, and dangers of all sorts, they do everything to protect themselves effectively. They choose a good armory, ask the blacksmith’s advice, and make their purchases: if modest possibilities, they will opt for a good Gambeson, perhaps a solid bascinet; if wealthy, they might order a complete suit of armor, to be dressed in steel from head to toe. No price is too high to avoid injuries and return home all in Flagellant Level Proficiency Bonus Features Blood Charges 1° +2 Mortification, Defense Without Armor, Self-inflicted Injury - 2° +2 Mortified Philosophy, Blood Charges, Magic of Pain 1 3° +2 From Pain to Triumph, Attack with Abandonment 1 4° +2 Ability Score Improvement 1 5° +3 Feature of the Flagellant Philosophy 2 6° +3 Ability Score Improvement 2 7° +3 Red Blessing 2 8° +3 Ability Score Improvement 2 9° +4 - 2 10° +4 Feature of the mortified philosophy 2 11° +4 Mystical Song 3 12° +4 Ability Score Improvement 3 13° +5 Feature of the Mortified Philosophy 3 14° +5 Mystical Trance 3 15° +5 - 3 16° +5 Ability Score Improvement 3 17° +6 Pain Beyond Death 4 18° +6 Feature of the Mortified Philosophy 4 19° +6 Ability Score Improvement 4 20° +6 Pain is Life 4


136 MORTIFICATION When you lose hit points, you can use your reaction to enter a mystical trance-like state. During this state you gain +2 damage to attacks and resistance to bludgeoning, cutting, and piercing damage. Mortification ends at the end of the your next turn if you did not attack a hostile creature or suffered any damage in your last turn, or after one minute. This ability cannot be used again if you have not passed their turn without mortification before. If the flagellant has exhaustion levels, they can activate mortification at any time. Mortification cannot be used to reduce the cost of actions in a narrative sequence. DEFENSE WITHOUT ARMOR if you wear no armor, you have an AC equal to 10+ your Constitution modifier + your Dexterity modifier. SELF-INFLICTED INJURIES At any time, you can inflict yourself a number of wounds equal to your flagellant’s levels. Such damage ignores any immunity and, if you wish, any resistance. FLAGELLANT PHILOSOPHY At the 2nd level, you choose a flagellant philosophy, gaining the corresponding benefits. You gain additional benefits at 5th level, then at 10th, 13th and 18th levels. BLOOD CHARGES Those who practice flagellation draw their strength from seeing their blood flowing over their skin, as a symbol of the penance they deserve. From this torture, a flagellant gains blood charges. You can spend a blood charge to activate philosophical skills or abilities that use Self-inflicted Injuries, and you gain an additional blood charge at 5th level, 11th and 17th level. You recover half of their blood charges whenever you suffer an exhaustion level, and all of them after completing a short or a long rest. CLASS FEATURES As a flagellant you gain the following class features. HIT POINTS Hit Dice: 1d12 per mortified level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per mortified level after 1st. PROFICIENCIES Armors: Light armors Weapons: Simple weapons, flail Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Insight, Medicine, Nature, Perception, Religion and Survival. EQUIPMENT You begin with the following equipment, in addition to the equipment provided by your venture: • (a) a pair of daggers or (b) any simple weapon • (a) a flail or (b) any simple melee weapon • A studded tabard, an explorer’s pack, and a sackcloth


137 Professions ABILITY SCORE IMPROVEMENT 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. RED BLESSING Starting at 7th level, you know the value of your own blood and the life that derives from it. As an action you can use Self-inflicted Injuries to increase the maximum hit points of three allies by 10, until their next short or long rest. This ability can be used again after taking a long rest. MYSTICAL SONG At 11th level, you can sublimate your pain and hear the song of your purified soul. While under the effect of Mortification, you can use a reaction when another creature within 30 feet of them suffers damage, to make the song of your own pain resonate with others. For the next minute during Mortification, each attack that you make doubles the damage and can use a reaction to take the damage of an attack of another creature within 30 feet, including the one that caused the activation of mystical song. This ability can be used again after taking a long rest. MYSTICAL TRANCE At 14th level, your body transcends your own flesh, bringing pain to a mystical level: during Mortification, you can ignore the effects of the first five exhaustion levels. PAIN BEYOND DEATH At 17th level, you have such a strong bond between their soul and pain that even death is unable to sever the two. During mortification, you cannot die. PAIN IS LIFE At 20th level the pain is such that it reaches an incorporeal form upon the death of a flagellant. When you die, your pain wanders like a disembodied entity for 1d10 days, during which it can move with a flight speed of 25 feet and the only action it can perform is to dialogue with whomever it wishes. At the end of the period, you can choose whether to regenerate your body, bringing to themselves the extent of the pain and returning to life as long as their body is still intact, or to die permanently. MAGIC OF PAIN The innate abilities of a flagellant are hidden between the flow of blood and the acrid ferrous smell that ensues, giving them the ability to cast spells through their blood charges. CANTRIPS At 1st level you always know the Martyr’s Brilliant Blood cantrip plus two other cantrips. You can change a cantrip when you gain a new flagellant level. You know one more cantrip starting from the 5th level, and another cantrip from the 11th level. BLOOD SPELLS You use blood charges as a spell slot. The level of the spell slot is equal to half of your falgellant’s levels, up to 5th level. You know a number of spells equal to 1+ your flagellant’s levels up to a maximum of 12 spells. You can change a choice of spell after taking a long rest. SPELLCASTING ABILITY Constitution is your Spellcasting Ability for your Flagellant Spells. The power of your Spells comes from your blood and your own lifeforce. You use your Constitution whenever a Flagellant spell refers to your Spellcasting Ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Flagellant spell you cast and when Making an Attack roll with one. DC of the spell saving throw: 8 + your proficiency bonus + your Constitution modifier Spell Attack Modifier: your proficiency bonus + your Constitution modifier FROM PAIN TO TRIUMPH When you get a 1 on an attack roll or a saving throw and rolls, you may choose to use Self-inflicted Injuries to make it a natural 20. The damage is necrotic, ignores resistance and immunity, and allows to activate Mortification. ATTACK WITH ABANDONMENT Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.


138 ASCETIC Ascetics are followers of a particular philosophy within the sect called the Heresy of the Iron Hand. As sinister as it is extreme, its disciples condemn themselves to eternal torment by gradually covering themselves with plates of hooked metal riveted to their own flesh, starting from their hands. Frightening in the eyes of others and constantly in pain, the Ascetics reach the heights of mysticism possible for the flagellant. FRAGILITY Your body is more fragile than normal. Because of this physical condition, when you suffer the first level of exhaustion, you also suffers a second. VISION Starting at 5th level, you can see hope for the future in the best moments. When making a roll with advantage, you may keep the unused die aside for later use as a result of your ability check, saving throw, or attack roll. You cannot keep the dice aside if they already have one from a previous roll. FORESIGHT At 10th level, pain shows the right path of the flagellant. When you make an ability check or an attack, you can use Self-inflicted Injuries and replace the number of hit points they lost to the die result, up to a maximum of 19. IMPERVIOUS Starting at 13th level, adversity cannot disturb your soul. When you fail a saving throw, you can use Self-inflicted Injuries to change the die result in the number of hit points lost, potentially changing the outcome. INNER VITALITY At 18th level your souls dominates their body. From the moment you enter a state of mortification they can recover up to half of the maximum hit points. This ability can be used again after taking a long rest. PHILOSOPHIES At 3rd level, a flagellant consecrates their pain to a more defined philosophy on their path towards the Mortification between Ascetic, Fanatic and Holy One based on their beliefs and their own interpretation of the word of the Brotherhood, granting special features at the 3rd level and then again at the 5th, 10th, 13th and 18th levels.


139 Professions SEETHING BLOOD At 13th level, when you are affected by Mortification and takes damage from an attack made by a creature within 5 feet, you can spend a blood charge to deal 4d10 radiant or necrotic damage to the target (at your choice LOOK FOR PAIN At 18th level you become the very receptacle of the pain of all the creatures that are close to you. When a creature within 60 feet takes a critical hit, you can choose to become the target of the effects of the critical hit using your reaction. FANATIC All the flagellants draw power from their own blood, but Fanatics reach paroxysm when they suffer serious injuries, becoming a terrifying vision of blood and fury. The more they take damage the more they are able to fight back, animated by a blind thirst for violence. Even their own blood can become a weapon, burning opponents as a divine punishment. Fanatics are impossible to keep at bay when they are in this destructive trance state, and those who cross their path find only devastation. FAITH WARRIOR At 3rd level, you gain proficiency with all war weapons. However, the fervor in the arts of war distracts you from enlightenment, leading you towards the use of a cruder power. Because of this, the level of spell slots provided by blood charges is halved: they advance to the 2nd level when yoreach your 5th level, to the 3rd when you reach 9th level, to the 4th when you reach 13th level and 5th when you reach 17th level. SCARLET FURY Once per turn, if the you are affected by the Mortification, you can spend a bloody charge or use Self-inflicted Injuries to make an extra attack when performing the Attack action. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. RED TERROR Starting at 10th level, you are a terrifying vision of blood and wounds. When you activate Mortification and when you suffer a critical hit, you can spend a blood charge to force any number of creatures within 30 feet to make a Wisdom saving throw. Failing creatures are frightened until the end of their next turn. Creatures that successfully make a saving throw are immune to this ability for 24 hours.


140 IRRESISTIBLE SPEECH Starting at 5th level, you can exploit the spectacle show of your burns to enchant inexorably whoever is in front of you. By using your action to speak to a creature and using Self-inflicted Injuries, you may force the creature to make a Wisdom saving throw. If the creature fails, it is charmed by you until the beginning of your next long rest or until you take hostile action against the creature. If you charm a creature in this way, it cannot charm others. FLASHING SPEECH At 10th level the words of the flagellant know how to guide the multitudes. If you have less than half your maximum hit points, you can use Irresistible Speech on all targets within 60 feet or on a unit under your command. As long as creatures are charmed in this way, they can re-roll the first saving throw they fail. BURNING FERVOR At 13th level you are unable to surrender and when you reach 0 hit points you are instead brought to a number of hit points equal to your flagellant’s levels. This ability can be used again after taking a long rest. PURIFIED BY FIRE At 18th level, are in in harmonious symbiosis with the flames you surrounds yourselves with. If desired, you can reduce all fire damage to 0. SPELLS: MARTYR’S BRILLIANT BLOOD Invocation Cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instant A flame of crackling golden light flashes towards a creature within range. You make a ranged attack with this spell against the target. If hit, the target suffers 1d8 + your Constitution modifier, which increases to 1d12 if you are in a state of mortification, radiant damages. When you reach higher levels, the spell creates more flames: two flames at 5th level, three flames at 11th level and four flames at 17th level. You can direct the flames against the same target or against different targets by making separate attack rolls for each flame. HOLY GUIDE The followers of this philosophy gain an unmatched power from the shedding of their own blood, one that stokes in others the same burning ardor. Crowds gathered to acclaim the sermons and macabre shows of a Holy guide, are conditioned by it, and can turn into an uncontrollable devastating force capable of taking on reckless enterprises beyond all logic and self-respect. Blood is more powerful than words, but unity can become a cruel and devastating weapon. SHOWY SCARS At 2nd level, your body has obvious scars, often prominently displayed: this is a hindrance in being able to go unnoticed, but grants you advantage on Charisma (Intimidation) checks.


141 Professions yet nothing like magic attracts its acolytes thanks to its mystery, difficulty and infinite potential. Mastering the arcane art allows you to reign over many aspects of reality. The simple thought of this vast power can frighten, fascinate and confuse. The Magus dedicates their existence to the exploration of this arcane labyrinth, whose unfathomable breadth forces them to choose a specific area in which to specialize. For some, this at first may seem like a short leash, but over time they change their mind: the study of a single Secret is challenge enough, suitable only for the brightest. hange your appearance like a street performer, improving it without the artifices of makeup and in the blink of an eye; read someone’s thoughts as if it were written in familiar calligraphy; raise a flaming shield capable of deflecting any projectile; walk on water, even levitate: these are only a handful of the portents to which the Magus has access. There are many branches of knowledge, Magus Level Proficiency Bonus Class Traits Secrets Maximum Spell Level PI recovery for short rest Enchantment Points 1° +2 Spellcasting, Work of Magna Ars, Secrets 1 1° 2 3 2° +2 Founding Mystery 1 1° 4 6 3° +2 Metamagic 1 2° 5 9 4° +2 Ability Score Improvement 1 2° 7 12 5° +3 Arcane Twist 1 3° 8 15 6° +3 New Secret 2 3° 10 18 7° +3 Major Mystery 2 4° 11 21 8° +3 Ability Score Improvement 2 4° 13 24 9° +4 - 2 5° 14 27 10° +4 Metamagic 2 5° 16 30 11° +4 New Secret, Major Arcana (6th level) 3 6° 17 33 12° +4 Ability Score Improvement 3 6° 19 36 13° +5 Major Arcana (7th level), Superior Mystery 3 7° 20 39 14° +5 - 3 7° 22 42 15° +5 Major Arcana (8th level), Metamagic 3 8° 23 45 16° +5 Ability Score Improvement, New Secret 4 8° 25 48 17° +6 Major Arcana (9th level) 4 9° 26 51 18° +6 Personal Spell 4 9° 28 54 19° +6 Ability Score Improvement 4 9° 29 57 20° +6 Universal Mystery 4 9° 31 60


142 SPELLS CANTRIPS At 1st level, you know one cantrip among those not present in the Secret cantrip lists and 2 cantrips given by the Secret you have chosen. You learn more cantrips when they learn a new Secret, as shown in the Magus table. ENCHANTMENT POINTS The Magus Table shows how many enchantment Points you have to cast spells of 1st level or higher. To cast one of these spells, you must spend a quantity of Enchantment Points equivalent to twice the level of the chosen spell. For example, to cast a 2nd level spell, a magus will have to spend 4 enchantments Points, 10 for a 5th level spell, and so on. Enchantment Points are fully restored at the end of a long rest. In addition, once a day and at the end of a short rest, they are restored by 1 + half of your total Enchantment Points rounded down. KNOWN SPELLS At 1st level, you a 1st level spell chosen from those not present in the Secret spell lists, and two 1st level spells that belong to your chosen Secret. Your Work of Magna Ars allows you to learn new spells with each new level. Every two Magus levels, you gainin your first chosen Secret, you learn the spells corresponding to the next level indicated in the Secret on the Secret table in which you obtained the level. When you gain a second Secret, each time you gain a Magus level you also learn the corresponding level spells in the Secret table. The same applies to the third and fourth Secret. SPELLCASTING ABILITY Intelligence is your Spellcasting Ability for your Magus Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Magus spell you cast and when Making an Attack roll with one. DC of the spell’s saving throw = 8 + your proficiency bonus + your Intelligence bonus Spell attack modifier = your proficiency bonus + your Intelligence bonus CLASS FEATURES As a magus you gain the following class features. HIT POINTS Hit Dice: 1d6 per magus level Hit Points at 1st level: 6 + the magus’ Constitution modifier Hit Points at next Levels: 1d6 (or 4) + the magus Constitution modifier per level of magus after the 1st PROFICIENCIES Armor: None Weapons: Light crossbows, quarterstaffs, darts, slings, daggers, small sword Tools: Two artisan’s tools of your choice Saving throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception and Performance. EQUIPMENT You strt with the following equipment, in addition to the equipment provided by your venture: • (a) a small sword, or (b) an iron staff • (a) a component pouch, or (b) an arcane focus • (a) a scholar’s pack, or (b) a diplomat’s pack • An artisan’s tool of choice


143 Professions universal mystery of a secret you know. All the universal mysteries of opposing secrets are more or less at odds with each other. Managing this contrast, should it arise during the game, will have an extremely situational result. We suggest not to reduce it to a simple die roll but to compare the mentality and beliefs of the two magi in order to tell a story about how their powers are intertwining or clashing. METAMAGIC Starting from 3rd level, you learn to modify the spells that you are able to cast, adapting them to your current needs, learning the metamagic options of a Secret you know. At 10th and 15th levels, you get the metamagic options of another Secret you know. ABILITY SCORE IMPROVEMENT On reaching the 4th level and then at the 8th, 12th, 16th and 19th level, you can increase an ability score of your choice by 2 or increase two abilities of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ARCANE TWIST Starting at 5th level, you can increase the power of your spells beyond your level. To do this, you must spend 2 Enchantment Points for each additional level you want to add to the spell. MAJOR ARCANA At 11th level, youcan choose a 6th level spell, at 13th level you can choose a 7th level spell, at 15th level an 8th level spell and at 17th level a 9th spell level. You will be able to cast each of these spells once but will have to take a long rest to use them again. It is possible to replace one of these spells with one of the same level, when you gain a new magus level. PERSONAL SPELL At 18th level, you have learned to master a spell in such a refined way that you do not have to resort to their reserves to cast it. You choose a 3rd level spell you know and you gain the ability to cast it at its lowest level, whit not metamagic effects, without spending enchantment points. If you want to cast it at a higher level or apply a metamagic effect to it, the magus must spend enchantment points as usual. CELEBRATE RITUALS You can cast a magus spell you know as a ritual if that spell has the ritual tag. SPELLCASTER FOCUS You an arcane focus as a spellcasting focus for their magus spells. Your Work of Magna Ars counts as an arcane focus. WORK OF MAGNA ARS A magus is introduced to the mysteries of the Magna Ars through the creation of artifacts of various kinds through magic, to demonstrate that they have finally become worthy. It represents their soul and how it is intrinsic to the magical fabric of reality, revealing characteristics and peculiarities of the spirit and capabilities of the magus themselves. Completing the Work allows you to learn one cantrip and one 1st level spell of your choice that do not appear in the Secret spell list of. Whenever you discover a new secret of magic, your Work gains a trait connected to it. For example, if a magus learns the Secret of Light, the Work emits a soft brightness or a general diffused light; if instead they enter the Secret of the Mind, the Work is somewhat hypnotic for those observing it, and reflects colors related to the nature of the Magus’ thoughts. Refining the Work allows you to acquire new spells not present in the Secrets spell lists ; at 3rd level you learn a 2nd level spell of your choice, at 5th level one of 3rd level of your choice, at 7th level you learn a 4th level spell and at 9th level you learn a 5th level spell. If the Work is destroyed, you lose the spells learned through it and a trait of your personality is replaced by an instinct trait. Creating a new Work requires a whole day of labor and you can choose new spells from those provided by the Work. SECRETS When you start your studies, you must choose which Secret to devote themselves to. The Secret represents the sphere of arcane knowledge in which the magus begins to increase their ability in the Magna Ars. You learn a new Secret at 5th, 11th and 17th levels. If you chose the Secret of the Body, you cannot choose the Secret of the Mind and vice versa. This also applies to Water and Fire, Air and Earth, Light and Shadow. Each Secret has its own Founding Mysteries, spell list and metamagic options. MYSTERIES At 2nd level, you begin to understand the mysteries behind the form of reality, learning a Founding Mystery of a Secret you know. On reaching the 7th level, you learn a major mystery of a secret you know, at 13th level you learn a greater mystery of a secret you know and at 20th level you learn a


144 MYSTERIES Founding Mystery: Fortress of the Body When you chose this founding mystery, your hit points increase by 1 for each of your magus’ levels. If you lose access to this Secret, you also lose these hit points. Major Mystery: Wisdom of the Body When you gain access to this major mystery, you can spend 1 Enchantment point as a Reaction to add your Intelligence bonus to a check or saving throw based on Strength, Dexterity, or Constitution. Greater Mystery: Integrity of the Body When you gain access to this greater mystery, you can spend 1 Enchantment Point as a bonus action to remove a condition that affects you. Universal Mystery: Unity of the Body When you gain access this universal mystery, you can spend 1 Enchantment Point as an action to acquire all the peculiarities of any Species and take on its appearance, thus also changing your own mind and making it inscrutable to spells. SECRETS SECRETS OF THE BODY This arcane branch includes all the enchantments that affect, influence, fortify or weaken the body shape of both the magus and other targets. It is a type of tangible magic, immediate and explicit. KNOWN SPELLS When you chose this secret, you learn the spare the dying and shocking grasp cantrips, and when you gain a level in the secret, you learn the corresponding spells indicated by the following table: Cantrips: Spare the Dying, Shocking Grasp 1° level. Heroism, False Life 2° level. Alter Self, Enlarge/Reduce 3° level. Slow, Haste 4° level. Aura of Life, Death Ward 5° level. Animate Objects, Contagion


145 Professions Major Mystery: Sharp Look When you gain access to this greater mystery, you can imposetheirits will with just a glance. By spending an Enchantment Point with a reaction, you can add your Intelligence modifier to the AC against an attack. Greater Mystery: Evanescent Memories When you gain access to this greater mystery, you can spend an Enchantment Point as a bonus action to conceal what you will perform as an action in this turn. Anyone who sees you have to make a Wisdom saving throw or remember what they have seen in a twisted way: you can choose whether to have the result of the actions fall on someone else reasonably close or simply leave a blank in their memory. If a creature sees you without them being aware of it, their memory will automatically change in a way that is favorable to you. This can lead to unpleasant consequences. Universal Mystery: Collective Mind When you gain access to this universal mystery, you can spend 5 Enchantment Points to extrapolate information of up to 20 words known by at least one person on Vesteria. They must also make an IntelligenceDC 20 saving throw to successfully parse the information. In case of failure, the your mind is overloaded with this information and suffers an exhaustion level. METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Subtle Spell When you cast a spell, you can spend 1 enchantment point to cast it without somatic or verbal components. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Enchantment Points to put that target at a disadvantage on the first saving throw it makes against it. METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Extended Spell When you cast a spell that had a duration of 1 minute or longer, you can spend 1 Enchantment Point to double its duration, up to a maximum of 24 hours. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 enchantment points to change the casting time to 1 bonus action for that spell. SECRET OF THE MIND The Secret of the Mind is subtle and invisible, allowing magi not only to investigate the thoughts of those around them but even to influence them, having complete dominion over the will of others. KNOWN SPELLS When you choose this secret, you learn the friendship and vicious mockery cantrips, and when they gain a level in the secret you learn the corresponding spells indicated in the following table: Cantrips: Friendship, Vicious Mockery 1° level. Charm Person, Command 2° level. Calm Emotions, Detect Thoughts 3° level. Clairvoyance, Sending 4° level. Confusion, Arcane Eye 5° level. Dominate Person, Scrying MYSTERIES Founding Mystery: Telepathy When you gain access to this founding mystery, youy learn to send and receive telepathic messages from a creature who can understand you within 60 feet. By spending 1 Enchantment Point, you can establish a telepathic bond lasting 1 hour, with a creature capable of understanding you within 60 feet, with whom you can share thoughts, feelings and, using an action, vision too. You can cast spells on the creature with whom you are connected telepathically as if it were always within range.


146 spending 1 Enchantment Point, you can consider every 1 and 2 rolls for spell damage as if they were 3. Major Mystery: Playing with Fire When you gain access to this major mystery, you learn how to get the most out of you circumstances. When making any ability check, you can inflict upon yourself an amount of fire damage, that ignores resistances and immunities, equal to their Intelligence modifier as a reaction, in order to increase the ability check result by the same amount. You can use this ability after rolling the dice but before knowing the result from the GM. Greater Mystery: Flare Up When you obtain this greater mystery, your spells are like an uncontrollable fire. By spending 1 Enchantment Point as a bonus action, you can intesify the force of the spell, and you cn no longer lose focus on it until the end of your next turn. Universal Mystery: Flame Form When you gain access to this universal mystery, you can spend 10 Enchantment Points to ignite your own burning THE SECRET OF FIRE The domain of fire allows the magus to freely manipulate this unstable element. Whether the fire summoned is a harbinger of destruction, a purifying force or a source of comfortable warmth is left to the judgment of the magus. KNOWN SPELLS When you choose this secret, you learn the Fire Bolt and Produce Flame cantrips, and when you gain a level in the secret you learn the corresponding spells indicated in the following table: Cantrips: Fire Bolt, Produce Flame 1° level. Hellish Rebuke, Burning Hands 2° level. Scorching Ray, Heat Metal 3° level. Fireball, Protection from Energy 4° level. Wall of Fire, Fire Shield 5° level. Flame Strike, Conjure Elemental (Fire) MYSTERIES Founding Mystery: Pyrokinesis When you gain access to this founding mystery, you consider all 1 rolls for spell damage as if they were 2. By instead


147 Professions MYSTERIES Founding Mystery: Wave Erosion When you gain access to this founding mystery, you learn how to be more effective at focusing on a goal. When you make an attack roll or an ability check against the same target, you can add a cumulative bonus of +1, up to a maximum of +3, for each check or attack they have already made on the target. This bonus stands until you take a long rest. Major Mystery: Fluid Adaptation When you gain access to this major mystery, you learn how to exploit your affinity to water to adapt to any situation. By spending 1 Enchantment Point, you can add your proficiency bonus to any roll. Greater Mystery: Liquid Charms When you gain access to this greater mystery, as a bonus action you can spend 1 Enchantment Point to alter the area of effect of a spell, in order to exclude a number of creatures equal to their intelligence modifier ( minimum of 1) from the initial effects of the spell. Universal Mystery: Control the Water When you gain access to this universal mystery, you can create water or make it evaporate at will. By spending 1 Enchantment Point, you can create or evaporate up to about 5liters of liquid. By spending 10 Enchantment Points, you can also try to evaporate water from the body of a living creature. After a hit on a your melee spell attack, the target must make a Constitution saving throw or end at 0 hit points, while if successful they suffers 10d10 necrotic damage. METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Twinned Spell When you cast a spell that targets a creature and does not have the “caster” range, you can spend a number of Enchantment Points equal to the spell’s level to target a second creature within range with the same spell (1 Enchantment Point if the spell is a cantrip). In order for a spell to be usable, it must not be able to target more than one creature at your current caster level. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 Enchantment points to change the casting time to 1 bonus action for that spell. soul, which manifests in flames that surround you. You gains the following benefits for a minute: • Fire Immunity; • You can double the damage inflicted with Play with Fire • and get a corresponding bonus; • You can add the Intelligence modifier to all checks aimed at frightening or intimidating those in front of you. This ability can be used again after taking a long rest. METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Empowered Spell When you roll for spell damage, you can spend 1 Enchantment Point to repeat the roll of a number of dice equal to their Intelligence modifier ( minimum of one) but must use the new results obtained. You can use Empowered Spell even if you have already used a different metamagic option during spell casting. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from your power. To do this, you spend 1 Enchantment Point and choose a number of creatures equal to your Intelligence modifier ( minimum of one creature). Each chosen creature automatically passes the saving throw against the spell. SECRET OF WATER Water nourishes, restores and soothes, and so this Secret has potential for protection and healing. But woe to those who forget that water can turn into ice, and that the bite of frost is as fearsome as any flame. KNOWN SPELLS When you choose this secret, you learn the Ray of Frost and Chill Touch cantrips, and when you gain a new level in the secret they learn the corresponding spells indicated in the following table: Cantrips: Ray of Frost, Chill Touch 1° level. Create or Destroy water, Fog Cloud 2° level. Mirror Image, Lesser Restoration 3° level. Water Walk, Water Breathing 4° level. Control Water, Blight 5° level. Conjure Elemental (Water), Greater Restoration


148 METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Distant Spell When you cast a spell that has a range of 5 feet or more, you can spend 1 Enchantment Point to double the range of that spell. When casting a spell that has a contact range, you may spend 1 Enchantment Point to change that range to 30 feet. Extended Spell When you cast a spell lasting 1 minute or longer, you can spend 1 Enchantment Point to double its duration, up to a maximum of 24 hours. SECRET OF THE EARTH If the air allows a Magus to confuse opponents and avoid their blows, spellcasters who explore the Secret of the Earth are not afraid to take blows because, just like the solid and patient element they master, they too can resist violence for the sole purpose of returning it tenfold to their opponents. KNOWN SPELLS When you choose this secret, you learn the Shillelagh and Resistance cantrips, and when they obtains a level in the secret, you learn the corresponding spells indicated in the following table: Cantrips: Shillelagh, Resistance 1° level. Entangle, Thunderwave 2° level. Shatter, Barkskin 3° level. Meld into Stone, Glyph of Warding 4° level. Stoneskin, Stone Shape 5° level. Wall of Stone, Destructive Wave MYSTERIES Founding Mystery: Body of Stone When you obtain this founding mystery, you strengthen your body as well as their spirit. If you suffer a critical hit, you reduce the number of exhaustion levels by one. Major Mystery: Earthquake When you gain access to this major mystery, you know how to invoke the earth in your own defense. When a walking creature arrives at a distance of less than 5 feet, you can spend SECRET OF AIR Ungraspable, light, free and elusive, this Secret allows the magus to become one with the most difficult element to define and have access to a multiplicity of spells that make them an impossible target. KNOWN SPELLS When you choose this secret, you learn the Guidance and Blade Ward cantrips, and when you gain a level in the secret you learn the corresponding spells indicated in the following table: Cantrips: Guidance, Blade Ward 1° level. Feather Fall, Longstrider 2° level. Gust of Wind, Levitate 3° level. Gaseous Form, Sleet Storm 4° level. Freedom of Movement, Ice Storm 5° level. Cone of Cold, Wall of Force MYSTERIES Founding Mystery: Grace of the Wind When you access to this founding mystery, you learn the ability to make air dance around you as you choose. As a bonus action you can activate the air dance, which remains active for a minute, during which your AC increases by your Intelligence modifier and moving away from a creature do not provoke attacks of opportunity. Major Mystery: Windy Barrier When you obtain this major mystery, you learn how to protect yourself from the air. By spending 1 Enchantment Point you can lift a whirlwind for 5 feet around you giving those inside half the coverage from all outside attacks. Greater Mystery: Whispers in the Breeze When you gain access to this greater mystery, you can ask the air to carry spells to their destination. As a bonus action, you can spend 5 Enchantment Points to use the wind as channel for your spells, increasing the attack roll by 1d8 or reducing the opponent’s saving throw by 1d8 for a spell cast in the same turn. Universal Mystery: Walking in the Clouds When you gain access to this universal mystery, you gain a flying speed of 30 feet or increase your flying speed by 30 feet if you can already fly. Flying this way requires no concentration and you do not suffer fall damage.


149 Professions condition or exhaustion level until the end of your next turn. During this time, all creatures within 60 feet reduce their flight speed by 20 feet, falling if it is reduced to 0. METAMAGIC OF THE SECRET When you reach 3rd level in this Secret, you became able to modify the spells they can cast, adapting them to your current needs, and learns the following metamagic options. Subtle Spell When you cast a spell, you can spend 1 Enchantment Point to cast it without somatic or verbal components. Extended Spell When you cast a spell lasting 1 minute or longer, you can spend 1 Enchantment Point to double its duration, up to a maximum of 24 hours. 1 Enchantment Point as a reaction and force the creature to roll a Strength saving throw. If the creature fails the saving throw, its speed will decrease to 0 and it will fall prone to the ground, pushed just over 5 feet away from the magus. Greater Mystery: From the Heart of Vesteria When you gain access to this greater mystery, you can communicate with Vesteria itself for guidance. As a bonus action, you may spend 5 Enchantment Points to enhance your next action, during which any attack roll, saving throw, or ability check that has rolled less than your Constitution score, is considered equal to it, up to a maximum of 20. You can use this ability a number of times equal to their Intelligence modifier, recovering all uses with a long rest. Universal Mystery: Adamantine Soul When you gain access to this universal mystery, your knowledge of the element is so deep that you can make it as solid as a diamond. Whenever you spend inspiration, you can spend 1 Enchantment Point to ignore the effects of any


150 frightened condition, and if the die roll is 9 or less, the result is considered a 10. Major Mystery: Glare When you gain access to this major mystery, you can manipulate the light in your opponents’ eyes. As a reaction when someone within 20 feet makes an attack or a check related to vision, you can dazzle them causing the target to incur disadvantage for its attack roll or ability check. This ability can be used a number of times equal to your’ Intelligence modifier, recovering all uses with a long rest. Greater Mystery: Full of Light When you gain access to this higher mystery, they can imbue spells with light. As a bonus action, you can spend 5 Enchantment Points to change the type of spell damage you cast, until the end of your next turn, into radiant damage, and any roll inflicting damage achieves the maximum score. After the first time that one of your spells benefits from this ability, until you take a long rest, you take radiant damage every other time that a spell benefits from it: the damage is equal to 1d12 radiant damage per Enchantment Point used in the spell and ignores resistance and immunity. SECRET OF THE LIGHT The light reveals and brightens, but it is also able to create illusions, like mirages in the desert that can deceive the unwary and offer the magus an unexpected diversion. KNOWN SPELLS When you choose this secret, you learn the Minor Illusion and Light cantrip, and when they obtain a level in the secret you learn the corresponding spells indicated in the following table: Cantrips: Minor Illusion, Light 1° level. Magic Missile, Silent Image 2° level. Spiritual Weapon, Moonbeam 3° level. Daylight, Hypnotic Pattern 4° level. Locate Creature, Hallucinatory Terrain 5° level. Hold Monster, Seeming MYSTERIES Founding Mystery: Without Fear When you gain access to this founding mystery, you become a shining example of greatness. You gain advantage on saving throws against effects related to fear and the


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