2 3Rekhar the Exaltedby Ignacio SegessoFrom “The Fallen Greats”, page 56In this age, the mightiest monks in the Universe are the reptile-like Rhazaali, but it wasn’t always so. Once, the Divine Dragon Fulgurai, absolute monarch of the Yungari steppes, was renowned as a great patroness of monasteries, not only financing them, but also teaching mortals about the power of their souls. It was Fulgurai herself who invented the ki-based schematization of soul energy known. Thus, the men and women of her land–mostly humans–were the foremost practitioners of the art.Eventually, Fulgurai gave into decadence and despotism. The sight of mortals living up to their promised potential became insufferable to her, and thus she exiled her monastic leaders, and executed those who would not go. In the diaspora that followed, the jungles of the Rhazaali proved an exceptionally fertile ground for the monastic arts. Some centuries later, a lizardman–Rekhar the Exalted–is considered the most formidable monk to ever draw breath, never having set foot in Yungar, the birthplace of his discipline.– Archimedes Pharl, the Bibliognost Historianlegendary monklevel proficiency features legendary pointski pointsunarmored movementmartial arts20th +6 Legendary Resistance, Perfect Self, World Strike 1 20 +30 ft. 1d1021st +6 Heroic Path, Mythical Technique, Wellspring of Ki 1 21 +30 ft. 1d1022nd +7 Body Mind Soul, Suppleness of Wind & River, Ki-Borne Awareness 2 22 +35 ft. 1d1223rd +7 Heroic Path (x2), Mythical Technique, Instinct of Deflection 2 23 +35 ft. 1d1224th +8 Improved World Strike, Soulful Recovery, Ki Beacon 3 24 +40 ft. 1d1225th +8 Heroic Path (x3), Mythical Technique, Power of the White Flame 3 30 +40 ft. 1d12
2 3Level 20Legendary PointsStarting at 20th level, you gain Legendary Points. Your level determines the number of points you have, as shown in the Legendary Points column of the Legendary Fighter table. You can use your action on your turn to recover all expended Legendary Points. You can spend these points to fuel various features.Legendary ResistanceStarting at 20th level, you can expend one Legendary Point when you fail a saving throw to succeed instead.Legendary ACAt 20th level, if your AC calculation is lower than your level, you can use your level as your AC instead. If you are using your Legendary AC, you cannot further increase your AC in any way. Spells and other effects that increase your AC only affect your regular AC.Monk’s AC. Increase your AC by 2. This bonus is increased by 1 when you reach 22nd and 24th level.Worlld SStrikeWhen you reach 20th level, you learn to channel your martial prowess into a singular, ki-augmented strike. You can use your action and spend 1 Legendary Point to make an unarmed attack or melee weapon attack against a creature within range. This attack deals 4d8 x 5 damage of the corresponding type to that target. This attack does not benefit from any bonus to its damage. On a critical hit, you do not multiply the damage dice by 2, but instead deal 6d8 x 5 weapon damage. When you make this attack, you can increase the damage calculation by 1d8 by expending 4 ki points, up to a maximum of 3 additional dice when expending 12 ki points.Level 21Heroic PathAt 21st level, and again at levels 23 and 25, you can choose a perk from your Heroic Path. Each time you advance your Heroic Path in this manner, increase one ability score of your choice by 2, or two ability scores by 1, up to a maximum of 24.Wellllsppring of KKiStarting at 21st level, you learn to enter a state of profound wholeness that rejuvenates and invigorates your soul. You can enter this state as an action. For the next minute, you regain 3 ki points at the start of each of your turns. Once you enter this state, you cannot do so again until you finish a long rest.Mythhicall TTechhnique: ApparateAlso at 21st level, you learn to focus your soul and body to modify your position in space with only a thought. You can use an action to teleport to an unoccupied space you can see within 500 feet of you. You can transport one willing creature that is within 5 feet of you with you.LP Cost. You can use this Mythical Technique at the end of another creature’s turn. If you do so, you expend 1 Legendary Point.Level 22SSuppl ppleness of Wind & RiverBeginning at 22nd level, your AC maximum is increased to 35. Whenever you roll a Dexterity saving throw, you can treat a d20 roll of 9 or lower as a 10. Additionally, when you succeed on a Dexterity saving throw, you can use your reaction to move up to half your maximum speed and make a melee attack against a target within range.KKi-Borne AAwwareness arenessAlso at 22nd level, you learn to use your ki to emit a subtle pulse that reveals the location of hidden creatures in your vicinity. As a bonus action on your turn, you can expend 1 ki point to learn the presence and location of all creatures within 60 feet of you. You can expend additional ki points to extend the range of detection, by 30 feet for each ki point expended beyond the first. This ability does not detect constructs. Creatures with a passive Perception of 25 or higher sense your ki pulse as a faint, highpitched sound.Body, Mind, SSoullWhen you reach 22nd level, increase your Dexterity and Wisdom scores by 2. Your maximum for these ability scores is increased to 26.Level 23IInstinct nstinct of DDefllectionStarting at 23rd level, your deflect missiles feature no longer consumes your reaction.Mythhicall TTechhnique: SSoull SStrikeAt 23rd level, you can expend 1 Legendary Point to perform a strike capable of expelling the soul from the body. Make a melee attack against a creature within range. On a hit, the target must make a Charisma saving throw, falling unconscious as their soul is pushed out of their body and into the ethereal dimension on a failed save. On a successful one, their
4 5soul is not expelled, but they take 10d10 force damage, as the metaphysical bonds that connect their soul and body are stressed to their limit. Constructs and undead are not affected by this attack. A creature affected by Soul Strike can repeat the saving throw at the end of each of its turns, returning to the body an regaining consciousness on a success.Level 24Ki BeaconStarting at 24th level, you are always under the effect of your Ki-Borne Awarness feature. You must still expend ki points to extend the range of your detection beyond 60 feet, and the additional range of detection lasts for the moment in which it is used.IImp mproved Worlld SStrikeWhen you reach 24th level, your World Strike damage calculation is increased to 5d8 x 5, or 8d8 x 5 on a critical hit. Additionally, the ki cost of adding an additional dice to the calculation is reduced to 3, and the maximum amount of dice you can add in this way is increased to 4.SSoullfull RRecovery ecoveryAt 24th level, when you use the Recover action, you regain 5 ki points.Level 25Powwer of thhe Whhite FFllammeAt 25th level, your soul expands and beams with the White Flame of mortalkind. Your ki point maximum is increased by 5, for a total of 30. Any magical effect that would move, damage, or otherwise affect your soul, such as the Soul Strike Mythical Technique, automatically fails when targeting you, unless you choose to be affected. Your maximum hit points cannot be reduced in any way.Mythhicall TTechhnique: Divine ParryAt 25th level, you can use an action and expend 2 Legendary Points to prepare an almost insurmountable blocking force, able to stop even a God in its tracks. During the next minute, when you are targeted by an attack, a mythical technique or a spell, you can use your reaction to nullify the effect against you and all creatures and objects of your choice within 15 feet of you. Elsewhere, the parried effect works as normal.If you successfully use this mythical technique to block an effect that targets only you and creatures and objects within 15 feet of you, you can choose to expend 1 additional Legendary Point to make the effect target the creature that created it instead. All DCs, damage calculations and effects remain unchanged when reverted in this way.This mythical technique uses your concentration while it is being held, as if you were concentrating on a spell.4
4 5Dark Handby Midnight
6 7legendary paladinlevel proficiencybonus features legendarypoints— spell slots per spell level —1st 2nd 3rd 4th 5th20th +6 Legendary Resistance, Legendary Smite, Sacred Oath Feature 1 4 3 3 3 221st +6 Heroic Path, Mythical Technique (1), Oathborn Miracle (6th level) 1 4 3 3 3 222nd +7 Heroic Aura, Unendurable Smite, Aegis of Promise 2 4 3 3 3 223rd +7 Heroic Path (x2), Improved Oathborn Miracle (7th level), Oathsworn Resolve 2 4 3 3 3 224th +8 Improved Legendary Smite, Legendary Endurance, Mythical Technique (2) 3 4 3 3 3 325th +8 Heroic Path (x3), Legendary Aura 3 4 3 3 3 3Though Here you MournThink me great and think me proud,A brilliant sun, a heart unbowed.Though not aloft, I guard the meek,Though surely lost, I lift the weakThough I have gone, my path moves on,There always is another dawn.Do not despair, for I still live,I did not fall, I chose to give.Though here you mourn,My love stays true.I will foreverBe with you.– Inscription in the Tomb of The Wayward PaladinSun paladinby Nikita Kapitunov
6 7Level 20Legendary PointsStarting at 20th level, you gain Legendary Points. Your level determines the number of points you have, as shown in the Legendary Points column of the Legendary Paladin table. You can use an action on your turn to recover all expended Legendary Points. You can spend these points to fuel various features.Legendary ResistanceStarting at 20th level, you can expend one Legendary Point when you fail a saving throw to succeed instead.Legendary egendary SSmmiteAlso at 20th level, you learn to channel a singular oathborn strike. You can use your action and spend 1 Legendary Point to perform a Legendary Smite. Make a single weapon attack against a creature within 30 feet. Instead of your weapon damage, you deal 5d8 x 5 radiant damage. This attack does not benefit from any bonus to its damage. On a critical hit, you do not multiply the damage dice by 2, but instead deal 7d8 x 5 radiant damage.Legendary ACAt 20th level, if your AC calculation is lower than your level, you can use your level as your AC instead. If you are using your Legendary AC, you cannot further increase your AC in any way. Spells and other effects that increase your AC only affect your regular AC.Paladin’s AC. Increase your AC by 3. This bonus is increased by 1 when you reach 22nd and 24th level.Level 21Heroic PathAt 21st level, and again at levels 23 and 25, you can choose a perk from your Heroic Path. Each time you advance your Heroic Path in this manner, increase one ability score of your choice by 2, or two ability scores by 1, up to a maximum of 24.Mythhicall TTechhnique: Heroic InterventionBeginning at 21st level, your divine prowess allows you to swiftly intervene in the middle of a battle, guided by higher purpose. When you or an ally within 60 feet of you is targeted by an attack or spell, you can expend 1 Legendary Point and use your reaction to move up to half your maximum speed and take an action. You cannot use this action to take the Recover action.OOathh-Born MiraclleAlso at 21st level, your oath bestows upon you the ability to call upon a powerful divine effect. Choose one 6th level spell from the Cleric spell list. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.LP Cost. You can choose to cast your Oath-Born Miracle spell at the end of another creature’s turn. If you do so, you expend 1 Legendary Point.7Llewellynby Ignacio Segesso
8 9Lightning Paladinby Nacho Lazaro
8 9Storm Radianceby Ger ErramouspeLevel 22Heroic AuraStarting at 22nd level, you and friendly creatures within 30 feet gain a +3 bonus to attack rolls while you are conscious.UUnendura nendurablble SSmmiteWhen you reach 22nd level, your Improved Divine Smite’s damage is increased to 2d8 from 1d8. In addition, damage dealt by your Improved Divine Smite and Legendary Smite ignores resistances.AAegis of PrommiseWhen you reach 22nd level, you learn to call upon your Oath to shield your allies. As a bonus action, you can choose a willing creature within 30 feet of you to shield until the start of your next turn. When that creature is hit by an attack, it gains a bonus to its AC equal to your Charisma modifier against that attack, potentially causing it to miss.The range of this feature is increased to 45 feet at 25th level.Level 23OOathhswworn RResollveYou increase your Charisma score by 2, up to a maximum of 24.CConsecrated onsecrated OOathhWhen you reach 23rd level, the energy of your oath grants you the qualities of otherworldly beings. You gain truesight out to 30 feet and become resistant to radiant and necrotic damage.IImp mproved OOathh-Born MiraclleStarting at 23rd level, the strength of your oath bestows upon you an additional divine miracle to bring forth. Choose one 7th level spell from the Cleric spell list. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.LP Cost. You can choose to cast your Improved OathBorn Miracle spell at the end of another creature’s turn. If you do so, you expend 1 Legendary Point.Level 24Mythhicall TTechhnique: Lotus BarrierAt 24th level, you gain the ability to manifest a powerful shield when you or a creature you can see within 30 feet takes an instance of damage. Using your reaction and expending up to 3 Legendary Points, you create a magical barrier centered on the creature, which extends to all creatures of your choice within 30 feet of it. The barrier moves with the creature. This barrier can withstand 250 points of damage for each Legendary Point expended and lasts until the end of your next turn. A creature protected by the Lotus Barrier cannot be forcefully shoved, grappled, knocked prone, or otherwise displaced, and is immune to effects that would reduce it to 0 hit points or kill them outright. This soul barrier protects from the triggering damage and from any effect that would come as a result of that damage, such as a poison or a magical effect. If the barrier breaks, any excess damage carries over to the target or targets of the source that destroyed the barrier.Legendary EnduranceAlso at 24th level, you can expend Legendary Points to resist incoming damage. As a reaction when you take damage, you can expend any number of Legendary Points to lessen the blow. You gain 100 temporary hit points that last until the end of your next turn per Legendary Point expended. The triggering damage is subtracted from this pool of temporary hit points first.IImp mproved Legendary egendary SSmmiteWhen you reach 24th level, your Legendary Smite damage calculation is increased to 8d8 x 5, or 10d8 x 5 on a critical hit. In addition, its range is increased to 45 feet.Level 25Legendary AuraAt 25th level, the range of all your auras is increased to 45 feet. Whenever you use your Legendary Resistance feature, all allies within your aura that are also affected by the same effect automatically succeed on their saving throw.9
10 11legendary wizardlevel proficiencybonus features legendarypointsCantrips Known— spell slots per spell level —1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th20th +6 Legendary Arcanisms, Signature Spells 1 5 4 3 3 3 3 2 2 1 1 —21st +6 Artificial Conduits, Heroic Path 1 5 4 3 3 3 3 2 2 1 1 —22nd +7 Efficient Flow, 10th Level Spell 2 5 4 3 3 3 3 2 2 1 1 123rd +7 Heroic Path (x2), Omniturgical Possibility 2 5 4 3 3 3 3 3 2 1 1 124th +8 Arcane Resilience, Wizardly Recovery, 10th Level Spell 3 5 4 3 3 3 3 3 3 1 1 125th +8 Arcane Exemplar, Heroic Path (x3) 3 5 4 3 3 3 3 3 3 2 2 1Of Wizardly PursuitsWizards have the most scientific outlook on the wonders of arcana, as the flourishing heirs of alchemy, the First Art. The practice has always been intimately related with philosophy in general, and ethics in particular. With expanding power, how should the mages of the world use their wonder-making capability?In the early days, an egoist camp and an altruist camp emerged and mutated through time, attacking one another in the field of ideas, and occasionally in the field of battle. You, youthful wizard reading this dusty tome: will you join the ranks of Mad Alchemist Velenor, Archlich Belm and First Magi Theophrastus, or will you follow in the footsteps of Lysandra of Truss, Richtofen the Builder and Threadmaster Fallow?There is no right answer. Only paths, which necessarily lead to destinations, sinuous and obscure though their exact route might be.– Archimedes Pharl, the Bibliognost HistorianAriadneby Hieu Nguyen
10 11Level 20Legendary PointsStarting at 20th level, you gain Legendary Points. Your level determines the number of points you have, as shown in the Legendary Points column of the Legendary Bard table. You can use your action on your turn to recover all expended Legendary Points. You can spend these points to fuel various features.Legendary ResistanceStarting at 20th level, you can expend one Legendary Point when you fail a saving throw to succeed instead.Legendary ACAt 20th level, if your AC calculation is lower than your level, you can use your level as your AC instead. If you are using your Legendary AC, you cannot further increase your AC in any way. Spells and other effects that increase your AC only affect your regular AC.Legendary egendary AArcanismmsAlso at 20th level, you gain the ability to make spells you cast more potent and harder to nullify. When you expend a spell slot to cast a wizard spell, you can expend 1 Legendary Point to upcast it as if you had used a spell slot 3 categories above the spell slot you expended, up to a 9th level upcast. This way, a spell cast at 1st level is instead cast at 4th level, and a spell cast at 7th level is instead cast at 9th level.Level 21Heroic PathAt 21st level, and again at levels 23 and 25, you can choose a perk from your Heroic Path. Each time you advance your Heroic Path in this manner, increase one ability score of your choice by 2, or two ability scores by 1, up to a maximum of 24.AArtificia rtificiall CConduits onduitsAlso at 21st level, you learn how to fashion false prana conduits that allow you to attune to more magic items at a time. When you finish a long rest, you can expend a spell slot of 9th, 7th or 5th level to gain an additional attunement slot for the day. The maximum rarity of the item you attune to is determined by the level of the spell slot expended: Very Rare for a 9th level spell slot, Rare for a 7th level spell slot, and Uncommon for a 5th level spell slot. You cannot use or benefit this ability if you are suffering from exhaustion.Level 2210thh Levell SSppellllAt 22nd level, you learn a single 10th-level spell. You learn an additional 10th-level spell at 24th level. When you start casting a 10th-level spell, you must expend two Legendary Points alongside the required action and spell slot.EEfficient fficient FFllowwAlso at 22nd level, you learn to use your conduits with near-perfect efficiency, allowing you to manifest spells faster. You can cast various spells that expend spell slots in the same turn, ignoring the usual restrictions for spellcasting. When you do so, only one of the spells you cast in the turn can be cast at 6th or higher level.11Garas and the Huntressby Ger Erramouspe
12 13Level 23OOmmniturgica niturgicall PossibbillityAt 23rd level, you learn to manifest magic that is normally out of grasp for wizards. Once between long rests, you can expend 2 Legendary Points to cast a spell of 9th level or lower without expending a spell slot. The spell can be one that you don’t know or have prepared, but have at least passing familiarity with. Having witnessed the spell being cast or having read about it is sufficient. The spell doesn’t need to be a wizard spell, but it counts as one for you. You must still abide by all other rules of spellcasting.Level 24AArcane RResillienceStarting at 24th level, you have resistance to damage from spells and magical effects that isn’t force or psychic.Wizardlly RRecovery ecoveryAlso at 24th level, when you use the Recover action, you regain one spell slot of up to 5th level.10thh Levell SSppellllAlso at 24th level, you learn an additional 10th-level spell from the 10th-level spells section.Level 25AArcane EExempl mplarAt 25th level, you gain the ability to concentrate on an additional spell at a time. If your concentration is broken, all spells you were concentrating on end. The amount of spells you can concentrate on at a time can never exceed three, even if you gain this same benefit from various sources.Furthermore, you gain an additional 9th-level spell slot.12
12 13Fallow’s Singularityby Hieu Nguyen
22 23Mythical TechniquesTo martial and half-caster characters, Mythical Techniques are the ultimate power-up. They are ancient arts of great warriors of old who fought powerful archmages, divine celestials, and indescribable horrors from beyond the veil. These are the tools of the sword saints, undying barbarians, and unholy assassins of history, passed down from generation to generation, and now within your graspAn Imprint in HistoryIn our setting, each Mythical Technique is a storied art polished over the course of centuries. They manifest as shapes of one’s soul, channeling a stream of energy so powerful that only those that have trained their body to the limit can attempt to perform them. Most often, Mythical Techniques are the result of a particular mortal’s determination and resolve. The child of a hero that, out of necessity or conviction, broke the mold of what is typically possible.CCreating reating your OOwwn Mythhicall TTechhniquesBe sure to develop your own Mythical Techniques, both to represent the legendary skills of your setting’s finest warriors, but also as a means to give a particular character their signature ability. Players are encouraged to think, both in the case of 10th level spells and Mythical Techniques, on what would their own imprint in history look like, if they could create one. Of course, Mythical Techniques are comparatively easier to add than apocalypse-level arcanisms. We recommend sticking to the following principles when creating Mythical Techniques.Power. How effective is your Mythical Technique? What effects that are already in the game is the Mythical Technique trying to emulate? What is the closest ability that resembles this Mythical Technique? A Mythical Technique should, at its most powerful, resemble an 8th or 9th level spell.Uses. How many uses does this Mythical Technique have? Does it expend Legendary Points? How difficult is it to perform? The more powerful a Mythical Technique, the harder it should be to set up. A Mythical Technique similar to an 8th or 9th level spell should have either limited uses, an LP cost, or take several turns to set up. A weaker Mythical Technique, closer to a 6th or 7th level spell in power, can be used without expending a resource. Keep in mind that Mythical Techniques often take an action or even longer to be performed, which is quite damming for a barbarian or a fighter, whose actions can otherwise yield a lot of damage.Take into consideration the opportunity cost of using a Mythical Technique when balancing its power.Mythical SchoolsMuch like spells, Mythical Techniques are divided into schools. Mythical Technique Schools have a particular flavor to them, and in our setting, a history behind each discovery and master. If you are not playing in the Universe of Strings, consider adapting the schools and reflavoring the techniques to fit the lore of your game world.Technique MechanicsMythical Techniques are not as powerful as the storied 10th level spells, but as is often the case with Warrior features, they can be used more often. Some Mythical Techniques don’t even require rest, being always available to those who have mastered them.Each Warrior Class gains their Mythical Techniques at specific levels, as detailed in their class descriptions. Mythical Techniques are powerful abilities that only a select few warriors ever achieve. They have certain limitations:▶ You can only perform a Mythical Technique with a weapon you are proficient with. Some Mythical Techniques require a certain weapon to be performed.▶ You can only perform one Mythical Technique per turn, unless the technique itself states otherwise.▶ You must meet the requirements of a Mythical Technique (class, statistics) to be able to learn it.Like spells, Mythical Techniques sometimes require concentration. If your concentration is broken, the effects of the Mythical Technique end. Some of your Mythical Techniques require your target to make a saving throw to resist the technique’s effects. Thesaving throw DC is calculated as follows:Mythical Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).22
22 23ZulfiqarThe School of SeveranceHundreds of years after the times of Kensei and Roland, in the Eastern lands of Kahar lived the Great Sultan Al-Mahdir of Bazandi, beyond the reaches of Uru and the Divine Lions. In his teenage years, the sultan encountered a terrible creature on the road that offered him a most blasphemous deal. A Beast king, half-man, half-monster. After Al-Mahdir refused the creature, the Meratar cursed him with a malefice so ancient it dated to the Age of Gods. Al-Mahdir spent his entire life creating an art capable of severing his curse, until, finally, in his deathbed, he discovered the Zulfiqar technique of the ancient Xildur, capable of unmaking even the strongest of vows, promises… and curses.Divine SeveranceMythical Technique, ZulfiqarPrerequisites: Slashing weaponClasses: Fighter, Paladin, Ranger, StarbladeChanneling Time: 1 actionBase LP Cost: 2Range: Weapon reach/range, up to 60 feetDuration: InstantaneousYou create a slashing attack able to undo the bindings of divine laws, infernal contracts, fey curses, and even the holy promise that spawned life in the universe. Make a weapon attack against a target within reach. If you are using a ranged weapon to perform this Mythical Technique, the target cannot be further than 60 feet of you. A creature hit by this attack must make a Charisma saving throw, taking 5d10 x 10 force damage on a failed save, or half as much damage on a successful one.This attack slices through the soul, reducing the target’s maximum hit points by an amount equal to the damage it took. This reduction lasts for one week or until the target is targeted by a greater restoration spell or similar effect.In addition, a creature that fails this saving throw by 5 or more must succeed on a Dexterity saving throw or have a part of themselves lost forever. Choose a nonvital body part. If an arm is targeted, the creature will no longer be able to use that arm, even if no apparent wound appears on its physical form. The soul of that body part can only be restored by healing magic of 9th level or higher.This attack can cut through anything. It can separate meaning from words, thoughts from a mind. It can sever promises, destroy magic and expel divine will. This attack can be used to create an effect similar to a 9th level casting of dispel magic, or other forms of severance, like destroying unbreakable chains, unmaking devil contracts, and releasing souls from a vow or promise. The DM chooses the extent of this effect in each case. Some powerful effects might even require more than one Divine Severance strike to break apart, or several Divine Severance strikes to be used at the same time.Once you use this Mythical Technique, you cannot do so again until you finish a short or long rest.23Zedekiahby Nacho Lazaro
24 25RReallity SSllashhMythical Technique, ZulfiqarPrerequisites: Slashing weaponClasses: Barbarian, Fighter, Ranger, StarbladeChanneling Time: 1 actionBase LP Cost: 0Range: 300-feet long, 5-foot wide line / 90-foot coneDuration: InstantaneousYou perform an attack so powerful it cuts through reality itself. You can shape this attack as a line that is 300 feet long and 5 foot wide or as a 90-foot cone. If you are using a ranged weapon to perform this Mythical Technique, you can only shape this attack as a line that is 900-foot long and 5-foot wide. Each creature in the area must make a Dexterity saving throw, taking 15d6 force damage on a failed save, or half as much damage on a successful one. This attack affects creatures and objects in the ethereal plane.LP Cost. You can use this Mythical Technique at the end of another creature’s turn. If you do so, you expend 1 Legendary Point.SStepp of DDisjuncture isjunctureMythical Technique, ZulfiqarPrerequisites: Dexterity score of 20 or higherClasses: Monk, Ranger, Rogue, ShaperChanneling Time: 1 actionBase LP Cost: 0Range: 120 feetDuration: InstantaneousYou channel your soul into an agile step that splits dimensions, bestowing you with the energy of division. You teleport to an unoccupied space within 120 feet that you can see, leaving a fracture in reality in the spot you previously occupied. At any point in the next minute, you can use a bonus action to explode in a scatter of red lightning, dealing 35 (10d6) thunder damage to all creatures within 30 feet of you and teleporting to the fracture. Once you do so, the fracture disappears. You can only have one fracture active at a time.LP Cost. You can use the teleportation of this Mythical Technique as a reaction to a creature targeting you with an attack or spell, causing it to fail automatically if the teleportation takes you out of the attack or spell’s range. If you do so, you expend 1 Legendary Point.24
24 25Barbbaric LeappMythical Technique, DurandalPrerequisites: Strength score of 24 or higherClasses: Barbarian, Fighter, ShaperChanneling Time: 1 actionBase LP Cost: 0Range: 500 feetDuration: InstantaneousYou learn to use your strength to your benefit when crossing large distances. As an action on your turn, you can leap into the skies, descending onto a point you can see within range. All creatures within 20 feet of that point when you land must succeed on a Dexterity saving throw against your Mythical Technique DC or take 36 (8d8) bludgeoning damage and be knocked prone.LP Cost. You can use this Mythical Technique at the end of another creature’s turn. If you do so, you expend 1 Legendary Point.UUnbbreakablble SStanceMythical Technique, DurandalPrerequisites: Level 23Classes: Barbarian, Monk, Paladin, ShaperChanneling Time: 1 actionBase LP Cost: 0Range: SelfDuration: 1 roundYou gain the ability to bolster yourself with unbreakable might. As an action, you can channel the stance of Ferrus, regaining 1 Legendary Point and becoming resistant to all damage except force, poison, and psychic damage until the start of your next turn. For the duration, your speed becomes 0 and you cannot be shoved or knocked prone against your will. To use this Mythical Technique, you must be stepping on solid ground.LP Cost. You can expend 1 Legendary Point to instead become immune to all damage, and resistant to force, poison, and psychic damage for the duration.DurandalThe School of IronEElsewhere in the universe, around the same time as Kensei learned the techniques of Zedekiah, the legendary Hero Roland of the Kingdom of Camadar charged against the hosts of the Storm King Ferrus in the battle of Roncev. Both Roland and Ferrus met their end in that fateful confrontation, yet in their clash, a new school of martial techniques was created, named after Roland’s sword, Durandal, and taught from generation to generation in the many successor kingdoms of Camadar, most notably in Iskendar.25Durandal vs. Zulfiqarby Ger Erramouspe
26 27Apocalypse10th-level evocationClasses: Cleric, Druid, Warlock, WizardCasting Time: 1 hourRange: 1 mileComponents: V, S, M (a handful of earth from the body of Geb, a living flame from the plane of fire, a gust of wind from Zephyr’s courtyard, and a gallon of silver water from the fountains of Atlantis)Duration: Concentration, up to 8 hours26Apocalypseby Moreno Paissan and Mati Lazaro
26 27You open a rift to the four elemental planes, commanding the elements to create an apocalyptic natural disaster capable of laying waste to a city. When you finish casting this spell, the elements surround you, and a 10-foot radius beam of energy descends from the heavens to illuminate you for the duration. The beam sheds bright light out to 60 feet, and dim light for another 60 feet. For the duration of the spell, you levitate 60 feet off the ground, and must use your action every turn to channel the elements. If you move or are moved outside of the energy beam or you lose concentration, the spell ends. This spell can only be cast under an open sky. At the start of each of your turns for the duration of this spell, choose one of the following effects to take place in a location of your choosing within range.Earth. A terrible earthquake ravages the land. Choose a point within range. A powerful seismic disruption occurs in a 200-foot-radius circle centered on that point. Hundreds of fissures open in the area, swallowing whatever is on the surface, leaving only a crater in the earth. Each creature within the area must make a Dexterity saving throw, taking 10d6 bludgeoning damage on a failure and falling prone into the crater, or half as much on a success and not falling prone. A creature that can fly automatically succeeds this saving throw. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you use this effect, and each time you choose this effect again until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buriedin the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC according to the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.Air. You create four violent tornadoes that assail the area. Choose four points you can see within range. Tornadoes appear in 15-foot radius, 120-feet tall cylinders centered on each point. The tornadoes move up to 30 feet at the start of each of your turns in a random direction and last for one minute. You can use this effect again to choose the direction of the tornadoes, or to create four tornadoes in new locations. replacing the previous four. Any creature that starts its turn within a tornado must make a Strength saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is pushed 20 feet in a random direction and 30 feet up. On a successful save, the creature takes half as much damage and isn’t pushed. Flying creatures make this saving throw with disadvantage. Objects that weight up to 200 pounds are also pushed around by the tornado. A creature that is pushed in this manner lands prone and takes 6d6 bludgeoning damageWater. Torrential rain assails a 400-foot-radius circle centered on a point you can see within range, drowning the area in a matter of minutes. The area becomes lightly obscured. All creatures within it must succeed on a Strength saving throw or be swept up by the water and moved 60 feet in a direction determined by the flow of the current. A creature that fails this saving throw by 5 or more is pulled under the water and starts drowning if it breathes air.Fire. You summon a pillar of radiance and flame in 30-foot radius, 200-feet tall cylinder centered on a point within range. Each creature within the area must make a Dexterity saving throw, taking 8d8 fire damage and 8d8 radiant damage on a failed save, or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. Objects ignited by the flames of this spell burn at twice the normal rate and require twice as much water to put out.27
28 29Avatar10th-level transmutationClasses: Cleric, Druid, Sorcerer, WarlockCasting Time: 1 actionRange: SelfComponents: V, S, M (a diamond worth at least 10,000 G.P, which the spell consumes)Duration: 1 hourYou transform into an Avatar, a gargantuan elemental of arcane energy. You can have your avatar take any form you like, from a titanic animal to a spiritual version of yourself. You must have the space to grow to Gargantuan size without squeezing.When you cast this spell, you enter a trance-like state and experience the world through the Avatar. You are entombed in its center, unable to move, and are provided with full cover from all attacks and effects originating outside the Avatar. Lingering effects, such as a poison or curse, still affect your regular form while you are inside the Avatar. For the duration of the spell, you control the Avatar, whose statistics are outlined in the next page. While entombed within the Avatar, you cannot cast spells, speak or perform any other actions that its form cannot accommodate. When the spell ends, you float slowly to the ground. The spell ends early if the Avatar is reduced to 0 hit points, you are reduced to 0 hit points, or your body is transported outside of the Avatar. Your body remains visible inside the Avatar, and can be targeted by effects that aren’t rendered moot by full cover. The Avatar provides you with benefits to saving throws and protections against certain effects, as detailed in its stat sheet.
28 29AvatarGargantuan elemental (titan), any alignmentArmor Class 25 (natural armor)Hit Points 350 (20d20 + 140)Speed 60 ft., fly 30 ft. (hover)STR DEX COS INT WIS CHA30 (+10) 8 (-1) 25 (+7) X (-) X (-) X (-)Saving throws Str +17, Con +14Damage Immunities poison; slashing, piercing and bludgeoning from non-magical attacksCondition Immunities charmed, frightened, poisoned, exhaustionSenses truesight 120 ft., passive Perception equal to that of the casterLanguages —Challenge 23 (50,000 XP) Proficiency Bonus +7Limited Magic Immunity. The Avatar can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against other spells and magical effects. These benefits extend to the caster.Avatar. The Avatar has the same Intelligence, Wisdom, and Charisma scores as its caster.Magic Weapons.. The Avatar’s weapon attacks are magical.Siege Monster. The Avatar deals double damage to objects and structures.Immutable Form. The Avatar is immune to any spell or effect that would alter its form.actionsMultiattack. The Avatar makes two Slam attacks and uses its Beam.Slam. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.Beam. The Avatar shoots a beam of pure energy forming a line 100 feet long and 5 feet wide in a direction of its choice. Each creature in the line must make a DC 22 Dexterity saving throw. A creature takes 35 (10d6) force damage on a failed save, or half as much damage on a successful one.Primordial Endurance. The Avatar prepares for an incoming strike. Until the end of its next turn, it gains resistance to all damage except psychic damage.Arcane Meteor (1/day). The Avatar hurls an arcane meteor onto a point within 500 feet of it. Each creature in a 40-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw. A creature takes 49 (15d6) force damage and 49 (15d6) bludgeoning damage on a failed save, or half as much damage on a successful one.Avatarby Nacho Lazaro
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14 15Alchemical Apotheosisby Midnight
14 15Grand Alchemist ParacelsionThe Grand Alchemist is a legendary villain, a true scoundrel who has pillaged and killed across the universe for the sole purpose of continuing his terrible experiments. He deals in alchemy, the first of the arts, and his allegiance is pledged to none but his research. In fact, he was created with this purpose and embodies it diligently, always looking for the next grand discovery. This would be admirable if only the creature were not so wicked and possessed a modicum of morality.Indeed, his deplorable actions have scarred many people… and inspired some others. Hailed as a new god by cults across the material plane, his influence has begun to spread, and in the darkness of Sheol, he is preparing his biggest work yet. After stealing precious artifacts from the church of Iskendar and the mighty city of Fulguraat, he has begun to channel a ritual of ascension.From the many civilizations he robbed, wounded, and humiliated, heroes have come to bring him to justice. Though not an immediate threat, such a wicked creature cannot be allowed to become divine.15
16 17The SceneThe party arrives at the gates of the Inner Laboratory, having successfully sneaked across Castle Blackfume and ready for the final confrontation. Paracelsion is aware intruders have entered the complex, but isn’t expecting them quite yet. He can be caught by surprise if the heroes play their cards right.There are three entrances to the inner laboratory.TThhe SService DDoorUnlocked, this entrance leads to a small staircase and into a red-carpeted room (L1). This is the proper entrance to the laboratory, used by Paracelsion’s helpers. The Grand Alchemist himself never uses it, partly because he is too big, but also because he prefers teleporting to the grand sigil (H5) instead of modulating his size.TThhe SSecret PassageA successful DC 20 Investigation check reveals a wellhidden secret passage behind an illusory wall close to the service door. This passage is a 90-foot-long hallway that is 5 feet wide. To traverse it without alerting Paracelsion’s helpers above, a character must succeed on a DC 15 Stealth check.The Secret Passage leads to H1, a storage room higher up than the rest of the laboratory. This room is used as a depository for dangerous alchemical substances and flasks. If a character stays over a minute in this room, a helper from L5 will enter the room to look for a potion and might discover the party.TThhe VVentillation DDuctA successful DC 15 Investigation check reveals a ventilation duct near the service door. This crawlspace is difficult to access, and only small creatures can enter it. Fortunately, the Legendary Bard possesses the Enlarge/Reduce spell.Traversing the duct takes 1 minute and leads to L6. A character that traverses the ventilation duct must succeed on a DC 26 Stealth check when emerging to avoid being detected by Paracelsion, who perches right above in H2, focused on the main reactor (R1).SurpriseIf the party gets into position and succeeds on their stealth checks, allow them a surprise attack against Paracelsion and his Helpers. Depending on their capabilities, they might kill several Helpers in a single turn, making the ritual much more difficult to achieve.Secondary ObjectivesTo run a battle at 20th+ level, there must be much more to do than simply attacking the boss. Most of the time, defeating the enemy is the byproduct of a more important goal being accomplished.In this scenario, the party will find Paracelsion in the midst of a powerful ritual, assisted by his helpers.The Laboratory itself has many locations of note, detailed in the following section, but none more important than the Reactor, the Tanks, and the Generator (R1, R2, and R3, respectively). These blue contraptions are channeling an enormous amount of arcane energy, harnessed for the express purpose of overcharging Paracelsion’s core and ascending him to divinityTo defeat Paracelsion, the party must not allow this ritual to come to fruition and must destroy the Alchemist’s core. The Laboratory gives several tools for the players to achieve this goal while contending with the Grand Alchemist and his assistants.The helpersThere are a total of 10 helpers in the Laboratory. These are not powerful by any means, with about 30 hit points and not many abilities. You can use the Arkan Enforcer stat sheet from the following page to represent these characters, although they will mostly be operating the machines instead of using their attacks.The Helpers are a modular aspect of the scenario; if the party ends up killing most of them before the real battle can begin, have an extra group of helpers arrive at the scene from the Service Entrance. The tasks of the ritual should be constantly in progress to maintain the dramatic tension! On the other hand, if, for some reason, the party is having trouble slaying the helpers, maybe you can have them take just a little more time on certain actions, or skip a couple of their turns.When the battle commences, each helper has an assigned spot. They don’t roll initiative, but rather all act at Initiative count 1. If they are not interrupted, each helper has their own predetermined task that they will carry out in the laboratory, furthering Paracelsion’s rite.
16 17Alchemical AscensionThe Grand Alchemist has stolen two key artifacts to perform his Ascension; one from the Iskendarian church and another from the arid realm of Yungar. In addition, he has harnessed the energy of Eternity itself to bestow upon him power over the void.The Scale of Fulgurai. Floating among the brilliant blue energy of R3 is the Scale of Fulgurai, stolen from the vaults of the mighty Divine Serpent herself. This powerful artifact is being drained of its divinity to power Paracelsion’s ritual. R3 can be destroyed by a sufficient amount of force damage, releasing an immense shockwave that damages all creatures in L6 and H2.A creature that holds the Scale of Fulgurai gains immunity to lightning damage and a fly speed of 80 feet. If Pan’Sho holds the scale, his attacks deal an additional 2d8 lightning damage on a hit.The Essence of Anihilation. Separated into three Tanks for its incredibly dangerous composition, R2 contains the blood of the Enemy, the Essence of Annihilation. These blobs of dark matter can coalesce into any form and will be fused to Paracelsion in his ascension, kept in check by the Philosopher’s Stone. Destroying these tanks would allow the Essence to escape, reforming into a powerful and ancient evil elsewhere in Voidspace, but not allowing the Grand Alchemist to use it. Decisions…A Simpler EncounterThough this is a Playtest of our combat system first and foremost, the encounter itself is still a complex web of interconnected chain reactions that affect the arena, the characters, and Paracelsion himself. You can always choose to run the encounter without Secondary Objectives, skipping the following few pages and having the villain battle the party with no ritual going on.The Hood of Saint Catherine. A holy artifact stolen from the Church of Aurel by Penumbral Fiends enthralled by Paracelsion, this item connects alchemy with the unbound energy of Might. It is kept within a locked magical box in H4 and must be used during the final stage of the ritual to direct the energies of divinity towards Paracelsion. The locked box in H4 can be lockpicked with a successful DC 30 Sleight of Hand check or by dispelling the 7th level magical protection that keeps it closed. The Helper in H3 also possesses the key to the box tied around his neck with a silver chain.The Hood of Saint Catherine confers certain benefits to the creature that is carrying it (including Paracelsion). Their AC is increased by 3, and they gain resistance to bludgeoning, piercing, and slashing damage. If the creature is Iskendarian (Hadrian, Sarah), the hood also gives them resistance to force, lightning, radiant, and thunder damage. A creature that falls to 0 hit points while wearing the Hood instead falls to 1 hit point, but the Hood falls to the ground and cannot be worn by that creature again for the next 24 hours.17Castle Blackfumeby Nacho Lazaro
18 19During the battle, Paracelsion and his Helpers will focus on performing the Alchemical Ascension.Paracelsion begins in H2, controlling the flow of energy in the laboratory. Each step requires certain actions from Paracelsion or his Helpers. On of Helper’s turns, they will focus on moving towards the nearest task and use their action to complete it. If there is no task nearby, they will dash closer to the next task. If all tasks are completed within their area or the tasks are being completed by another helper, they will use their action to attack the party.On his turn, Paracelsion can use his action to advance a task with his Telekinesis. Sometimes, to advance the ritual, Paracelsion must be in a certain position.SStage 1: Prepparation arationAs the party enters the laboratory, Paracelsion is using his four appendages to control the main terminal in H2. The ritual is on its way, but the Grand Alchemist doesn’t seem rushed to finish it.Only when the party reveals themselves does he give out the order to speed up the process, endangering the entire facility. If the party takes longer than 10 minutes to engage, the ritual is finished and Paracelsion has ascended.This small introduction should occur when “You have plunged into the deepest reaches of the Penumbral Hells. Against all odds, you crossed the labyrinthine roots of shadow and correctly divined the location of my laboratory. All of this, you did to find me, the Grand Alchemist. Was I a fool for believing you sought me out for knowledge? For the ten thousand lessons I could teach you about the nature of life, energy, and matter? No. Instead, you present me with these… naive threats of justice. So be it. You will not stop me.”Paracelsion takes a step back, the braziers upon his shoulders bursting with yellow flame. Every muscle, every fiber, and every cell in his body tightens into a battle stance, as if he were commanding each of them individually. Regarding his frightened helpers, the Alchemist bellows.“Too soon, wretches… It is too soon. But you shall serve me regardless. Begin the experiment! Make me a God.”The TerminalsTo perform the ritual, all terminals must be charged with the energy of Fulgurai’s scale. Helpers close to each of the terminals can use an action to charge them. There are 4 terminals; two in L6, immediately connected to R3, and one in L4 and L2, both touching the main reactor (R1).This is the first action taken by the helpers. If the helpers posted at these terminals have been killed, other helpers must charge the terminals. With his Telekinesis, Paracelsion can spend his action and charge 2 different terminals.Transfer of Power. Once the Terminals have been charged, they begin to transfer power to the Reactor (R1). At the end of each round, every Terminal that has been charged transfers 1 level of power to the generator. If a Helper or Paracelsion uses their action on a terminal, the Reactor gains 2 levels of power instead. Once the Generator has 10 levels of power, the preparation stage ends.Disrupting the PreparationSlaying the helpers is the main way to hinder this stage of the ritual, but the party can also think of other ways to disrupt the funnel of energy. The cables, terminals, and even the Generator (R3) can be destroyed.The cables are thick cords of enchanted metal. They have an AC of 20, 20 hit points, and immunity to all damage except force. If a cable is cut, it can no longer transfer energy to the reactor.The Terminals themselves can also be smashed. They have an AC of 25, 60 hit points, and immunity to poison and psychic damage. A broken terminal cannot transfer power to the reactor.The Generator (R3) has an AC of 25, 80 hit points, and immunity to all damage except force. If the Generator is destroyed, all creatures within L6 and H2 must make a DC 25 Dexterity saving throw, taking 70 (20d6) thunder damage and 70 (20d6) lightning damage on a failed save, or half as much damage on a success.Should the Reactor never reach 10 charges, Paracelsion will have to break the Generator (R3) to take the Scale of Fulgurai. He can do so by using his Transmuting Touch. Then, he will throw the scale itself into the Reactor (R1), progressing to the next phase and destroying the Scale forever.Paracelsion first gets to play, either by detecting the party or after being surprised.
18 19SStage 2: EEnhhancemmentTo prepare himself for Ascension, Paracelsion must take his place in the Sigil (H5) and have two helpers use the machine in L5 to transfer the Essence of Anihilation into the Grand Alchemist.There are three containers that are drained as the Alchemist is emboldened. If Paracelsion is not in position when the Helpers take their turn, or if there are no helpers manning the machine in L5, the transfer cannot be performed. This transfer must occur 3 times. Each time the transfer occurs, Paracelsion gains 50 maximum hit points but takes 20 points of force damage.If all three transfers are performed, Paracelsion ends all conditions on himself and regains all spent Legendary Points.Disrupting the EnhancementThe party can do one of three things to disrupt this part of the ritual: they can kill the helpers in L5, destroy the containers in R2, or force Paracelsion to move from H5.If there are no Helpers available to perform the enhancement, Paracelsion will use his telekinesis to extract the Essence of Anihilation from the containers and absorb it raw. Paracelsion can only absorb one part of the Essence per turn. If he does so, his Regeneration trait does not work until the end of his next turn.The Tanks (R2). The Tanks have an AC of 20, 80 hit points, and immunity to all damage except force. If a tank is destroyed, the Essence of Anihilation escapes the laboratory at very fast speeds, like sentient water. Perhaps, a necessary evil…Paracelsion doesn’t have to destroy these containers to access the Essence; he can use his Telekinesis to extract it through the inner mechanisms of the laboratory.Paracelsion needs to absorb at least one part of the essence to have a chance at Ascension. If all three tanks are destroyed before the Grand Alchemist can absorb them, Paracelsion will focus his sights on destroying the party at all costs, without mercy, unless deadly danger is presented.SStage 3: TThhe AAscension scensionOnce emboldened by the Essence of Annihilation, Paracelsion must take position in H2 and wield the Hood of Catherine to begin the ritual. The Helper in H3 has the key to the magical box. If no helpers are available, Paracelsion can use his telekinesis to bring the box to him and open it with a command word.The Hood. Once anointed with the Hood of Saint Catherine, Paracelsion can take a special action to channel the power of the Reactor into himself. At the beginning of his turn, the Grand Alchemist uses his action and bonus action to concentrate on the ritual. At the end of his next turn, the Ascension is complete.The Ritual can be interrupted by breaking Paracelsion’s concentration or by stealing the Hood of Saint Catherine before the end of his next turn. While channeling the Ritual, Paracelsion can still use Extra Actions, Lair Actions, and reactions. Should Paracelsion be interrupted twice, he will focus all his efforts on destroying the party, realizing he cannot complete the ritual without defeating the heroes.Depending on how well the ritual has gone so far, several things can happen.Unsafe Procedure. If Paracelsion has thrown the Scale of Fulgurai into the reactor, the Ascension will detonate the entire Castle Blackfume once completed. The Gran Alchemist is aware of this, but believes he can teleport away before the Reactor explodes. Perhaps some of the Helpers realize this before it occurs and understand they will give up once they understand they, too, will be destroyed when Paracelsion ascends.See R1 in The Laboratory for additional details on the Reactor explosion.Rushed Procedure. For every part of the Essence of Anihilation that Paracelsion failed to absorb, he takes an additional round of channeling to complete the ritual, up to a maximum of 3 rounds if Paracelsion only absorbed one part of the Essence. Paracelsion must use his action and bonus action on his turn to continue channeling the ritual. If he is interrupted, he must start again.AAscended scended ParacellsionIf Paracelsion achieves his goal of Ascension, he gains 1 additional maximum Legendary Point, increases his current and maximum hit points by 200, becomes resistant to all damage except force and psychic, and regains all expended uses of his spells. At this point, Paracelsion should not have any trouble defeating the party. This is considered a defeat for the party.If, somehow, the heroes manage to pose a threat to Paracelsion, he will choose to escape before he is killed, abandoning his lair.Advancing the RitualThe Helpers are supposed to perform the ritual while Paracelsion focuses on hindering the party. If they do not manage to advance the procedure meaningfully, Paracelsion can take matters into his own hands and perform the actions required to ascend himself.
20 21Grand AlchemistParacelsionHuge fiend (penumbral), neutral evilArmor Class 22 (natural armor)Hit Points 502 (31d12 + 300)Speed 50 ft.STR DEX COS INT WIS CHA22 (+6) 18 (+4) 30 (+10) 25 (+7) 23 (+6) 20 (+5)Saving throws Con +20, Int +17, Str +16Damage Resistances acid, cold, fire, lightning, thunderDamage Immunities poison; bludgeoning, piercing, and slashing from non-magical attacks that aren’t silveredCondition Immunities charmed, frightened, exhaustion, poisonedSenses darkvision 480 ft., blindsight 30 ft., passive Perception 26Languages AllChallenge 30+ (195,000 XP) Proficiency Bonus +10Limited Magic Immunity. Paracelsion cannot be affected or detected by spells cast at 3rd level or lower unless he wishes to be.Regeneration. Paracelsion regains 100 hit points at the start of his turn while his heart remains within his chest. Paracelsion only dies if he starts his turn with 0 hit points and doesn’t regenerate. Paracelsion is immune to any effects that would prevent him from regaining hit points while his heart is in his chest.Philosopher’s Stone. Paracelsion’s blood is the very elixir of life, and his heart a tireless engine that keeps it flowing. While his heart remains within his chest, Paracelsion doesn’t age nor require food, air, drink or sleep to subsist. While Paracelsion has less than 200 hit points remaining, his heart, a chunk of brilliant golden rock, becomes exposed. The heart is a medium object with 100 hit points, 25 AC, resistance to piercing and slashing damage and immunity to acid, cold, fire, lightning, thunder, poison, and psychic damage. If the heart is destroyed, it breaks apart, revealing a small, palm-sized Philosopher’s Stone that falls to the ground. A creature can only target the heart if it is exposed. If Paracelsion has 0 hit points and the heart is destroyed, Paracelsion’s body melts into black ooze.A creature within 5 feet of Paracelsion can attempt a DC 30 Strength (Athletics) check to remove the heart, if it is visible. The DC is lowered to 20 if Paracelsion has 0 hit points remaining. On a success, the creature rips the heart from his chest, and Paracelsion takes 35 (10d6) necrotic damage. While holding his heart, Paracelsion can put it back in its place as a bonus action, and it instantly regains its functionality.Telekinesis Master. When Paracelsion casts the telekinesis spell, its range with the spell is increased to 120 feet, and its maximum manipulable weight for objects is increased to 2000 pounds.Legendary Caster. Paracelsion can concentrate on two spells simultaneously. If he fails a concentration check, he loses concentration on all spells he is currently concentrating on.legendary foeParacelsion has 3 Legendary Points (LP). He can use these points to fuel certain abilities. Once he uses a feature or action that consumes a Legendary Point, he cannot use that same ability again until the start of his next turn. Paracelsion regains spent Legendary Points at the start of his turn.Paracelsionby Midnight
20 21Legendary Resistance. When Paracelsion fails a saving throw, it can expend 1 Legendary Point to succeed instead.Legendary Endurance. When Paracelsion takes damage, it can expend 1 Legendary Point to reduce the damage taken by 100.Cleanse Effect. At the start of its turn, Paracelsion can expend 1 Legendary Point to end a single condition or effect that is currently affecting it, unless the effect was created by a mythical technique or spell of 8th level or higher.alchemical spellcastingGrand Alchemist Paracelsion is a 23rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Paracelsion has the following spells prepared:At will. counterspell, darkness, lightning bolt, slow, telekinesis3/day each. dimension door, disintegrate, dominate person1/day each. incendiary cloud, maze, teleportactionsMulticast. Paracelsion uses his Spellcasting. He then makes two Blaze attacks. Instead of using his spellcasting, Paracelsion can choose to make two Claw attacks. At any point, Paracelsion can choose to drop his Alchemical Braziers and replace each Blaze attack with a Claw attack.Blaze. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 21 (6d6) force damage. Paracelsion can only use this attack while holding his Alchemical Braziers.Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 6) slashing damage. Instead of dealing damage, Paracelsion can choose to grapple the target (escape DC 24). Paracelsion can grapple up to 2 creatures in this way. If he chooses to drop his Alchemical Braziers, he can grapple up to 4 creatures in this way.bonus actionsPenumbral Shift. Paracelsion teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet.Transmuting Touch (Costs 1 LP). Paracelsion channels his transmuting might unto all targets he has grappled. If a target is a non-magical object, it is transmuted into another object or material of Paracelsion’s choice that has roughly the same mass. If a target is a creature, it must succeed on a DC 25 Constitution saving throw or take 65 (10d12) force damage. If this damage brings a creature to 0 hit points, he can choose to destroy the body and transform it into a material of its choice, such as a pile of sand, a stone statue, or a pool of slime.reactionsAlchemical Shield. As a reaction to an attack that would hit him, Paracelsion creates an alchemical shield around himself, increasing his AC by 5 until the start of his next turn. A creature that hits Paracelsion with a melee attack while this shield remains takes 14 (4d6) acid damage. Paracelsion can only use this reaction while holding his Alchemical Braziers.Intercept. As a reaction to a creature Paracelsion can see entering his melee reach, he can make a Claw attack against it.Superior Counterspell (Costs 1 LP). As a reaction to a creature it can see within 60 feet casting a spell, Paracelsion casts Counterspell at 8th level, potentially nullifying the spell.extra actionsParacelsion can take extra actions outside of its turn by expending Legendary Points, choosing from the options below. Only one extra action can be used at a time and only at the end of another creature’s turn.Blaze (Costs 1 LP). Paracelsion makes two Alchemical Blaze attacks.Claw (Costs 1 LP). Paracelsion makes one Claw attack.Telekinetic Action (Costs 1 LP). Paracelsion casts Telekinesis on himself. If Paracelsion is already under the Telekinesis spell, he exerts his will on a creature of object within range.Transmute Air (Costs 1 LP). Paracelsion casts Fly on himself and moves up to half his fly speed.Transmute Fire (Costs 1 LP). Paracelsion casts Flame Strike.Transmute Earth (Costs 1 LP). Paracelsion casts Wall of Stone.Transmute Water (Costs 1 LP). Paracelsion casts Cone of Cold.End Magic (Costs 1 or 2 LP). Paracelsion casts Dispel Magic at 5th level if he expends 1 Legendary Point, or at 9th level if he expends 2 Legendary Points.Flames of the First Art (Costs 3 LP). Paracelsion spins his Alchemical Braziers in a wide circle, igniting a large area beyond his immediate reach. Creatures within 10 feet of Paracelsion must succeed on a DC 20 Dexterity saving throw or take 30 (4d10 + 6) bludgeoning damage. Creatures further than 10 feet from Paracelsion but within 60 feet of him must make a DC 25 Dexterity saving throw, taking 35 (10d6) acid damage, 35 (10d6) cold damage, 35 (10d6) fire damage, 35 (10d6) lightning damage, and 35 (10d6) thunder damage on a failure, or half as much damage on a success. Paracelsion can only use this action while holding his Alchemical Braziers.21
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COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.END OF LICENSE