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Published by killtucky, 2026-02-18 16:13:42

Zaman's Guide

Zaman's Guide

From the humblest squire, striving to make their hourly bell heard above the clatter of rain falling on tin rooftops, to seraphic templars orchestrating the defence of the present against interloping temporal anomalies, Paladins under the Oath of the Timekeepers uphold the orderly march of time. Timekeepers are the investigators of the inconsistent, the protectors who untangle paradoxes, and the portcullis that intercepts suspicious travellers from alternate timelines. To Paladin: Oath of the Timekeepersspeak the oath is to proclaim timeliness, order, and the present as the pinnacles of virtue.While time travel is seen as a dangerous practice by any Timekeeper Paladin—stepping on the wrong vampiric flutterby can have dire knock-on consequences—sometimes, it is the only way to achieve one’s mission. Accordingly, venturing “out of time” is never done lightly. Since the Silicagate scandal during the leadership of Horological Millennium Nycks Zawn, all timekeeper orders have taken to recording each and every time jump, documenting with


Optional Feature:Paradox PurgeThis is an optional 3rd-level feature a GM can add to the Oath of the Timekeeper subclass if you use the Paradox Point system.When you gain a paradox point, you can choose to ignore it and gain no paradox points instead. Once you use this feature, you can’t use it again until you finish a Long Rest.Oath Spells3rd-Level Oath of the Timekeeper FeatureYou gain oath spells at the Paladin levels listed.Oath of the Timekeeper SpellsPaladin Level Spells3rd Command, Doom Future*5th Augury, Hold Person9th Haste, Slow13th Banishment, Divination17th Endure*, Legend Lore*See Appendix AChannel Divinity3rd-Level Oath of the Timekeeper FeatureYou gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.Tactical Tardiness. You can use your Channel Divinity to delay the impact of harm against a creature. As an action, choose one willing creature other than yourself that you can see within 30 feet of you. For a number of rounds equal to your Charisma modifier (minimum 1 round) the creature doesn’t take any damage, although all damage that would be dealt to the creature is recorded. At the start of the creature’s turn after this period has elapsed, the creature immediately takes all the recorded damage in a single instance.Temporal Dilation. You use your Channel Divinity to secrete creatures in pockets of nearly-frozen time. As an action, choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum 1 creature). Each creature must make a Charisma saving throw. On a failed save, until the end of your next turn, a wrist-numbing precision each action and consequence during a mission. The invention of owlglass familiars, with their ability to observe and record entire missions, has been met with a collective sigh by the RSI-addled squires who no longer have to transcribe their knights’ dictations.Orders of Timekeepers. Many paladinic orders contain Timekeepers. Within the Timespun Sands, none is more well known than the Horological Order, a militaristic sect based in an ever-shifting headquarters with a self-proclaimed jurisdiction to police this final remaining timeline. Lower ranks of their order, like Minutes and Seconds, typically hunt and exterminate temporal and spatial anomalies—aberrant beings born of the rifts time travellers open. Senior timekeepers, such as Centuries and Decades, concern themselves with tracking down unapproved time travellers and, as is the current case, locating the Cult of the Final Hour. In all cases, slaying any quarry other than an anomaly is seen as a punishable failure; all must be arrested and tried according to the principles of law and order.FeaturesTenets of the TimekeepersThanks to Horological Millennium Nycks Zawn, who travelled back in time to make sure all his predecessors agreed with his version of the verbiage, the tenets of this order, though slightly contradictory, have existed since time immemorial. Live in the Present. Dwell not in the past, nor worry about the future. Think only of the present and maintaining the web that led to this moment.All Are Judged in Time. Be the metronome which keeps fluid the orderly flow of time. Be the chains that bring syncopation to the eyes of the justiciars.Keep Time. Be never late. Be never early. Arrive precisely when you are meant to.Go with the Flow. Be like sand, adapting to the vessel in which you find yourself.


Future Perfect20th-Level Oath of the Timekeeper FeatureYou tap into the steady metronome of the multiverse, playing with the grains of its flow with unparalleled precision. As a Bonus Action, you gain the following benefits for 1 minute:‹ You are immune to the Exhaustion condition, and you can’t be magically aged.‹ You can take one additional Reaction each round, which you regain at the start of each of your turns. You can only take one Reaction on a turn.‹ As a Bonus Action, you can force one creature within 30 feet of you to make a Charisma saving throw against your Paladin spell save DC. On a failure, the creature’s Speed is reduced to 0 feet, it can’t take Reactions, and it can only take an action or Bonus Action on its next turn, not both. This effect ends at the start of your next turn.‹ As an action, you can force one creature within 30 feet of you to make a Charisma saving throwagainst your Paladin spell save DC. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.‹ As an action, you can cause time to move quicker for one creature you can see that is within 30 feetof you. Until the end of its next turn, its Speed is doubled, and it has Advantage on Dexterity saving throws. On its next turn, it can take one additional action.creature is Incapacitated, has its Speed reduced to 5 feet (if not already lower), can’t speak, and can’t interact with the world around them in any way. If the creature takes damage, is hit by an attack, is affected by a condition, is forced to make a saving throw, or is moved, this effect instantly ends for it.Aura of Stasis7th-Level Oath of the Timekeeper FeatureYou emit an aura of temporal malleability while you aren't Incapacitated. When a creature moves while within 10 feet of you, you can use your Reaction to force it to make a Charisma saving throw against your Paladin spell save DC. On a failed save, the creature’s Speed is reduced to 0 feet until the start of its next turn.At 18th level, the range of this aura increases to 30 feet.Future Conditional15th-Level Oath of the Timekeeper FeatureYou’ve learned how to borrow vitality and endurance from your past self. When you start a Long Rest and have spell slots or or more than 1 Hit Point remaining, you can choose one of them to store.Hit Points. You lose a number of Hit Points up to an amount equal to your Paladin level. You can’t reduce yourself to below 1 Hit Point. At the end of the Long Rest, you gain a number of Temporary Hit Points equal to the number of Hit Points sacrificed.Spell Slots. You sacrifice one spell slot of any level lower than the highest-level Paladin spell you can prepare. At the end of the Long Rest, you gain an extra spell slot equal to the level of spell slot sacrificed in addition to those normally regained at the end of a Long Rest. This extra spell slot disappears when you finish your next Long Rest.


When the spell ends, the creature gains a level of exhaustion for each death saving throw it failed. If the creature is resurrected after dying from these failed death saving throws, it does not regain consciousness for a duration equal to the time for which this spell affected it. When it wakes, it gains 3 levels of exhaustion.If the creature is still alive when the spell ends, it falls unconscious for a duration equal to the time for which this spell affected it. Whilst unconscious in this way, the creature can not be awakened by any means short of a wish spell.At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 1 day (9th level).Doom Future1st-level divinationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a timeshard)Duration: 1 roundClass: Cleric, Sorcerer, Warlock, WizardYou peer into the future of a creature you can see within range, dooming one of its possible timelines. When you cast this spell, choose one of the following activities:‹ Making an attack.‹ Casting a spell.‹ Taking the Dash, Disengage, or Dodge action.The creature is aware of the effect placed upon it and the action you chose. If the creature performs the activity you chose before the end of its next turn, it takes 3d6 force damage and the spell ends.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Endure5th-level necromancyCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a gem-encrusted cockroach worth 250 gp, which the spell consumes)Duration: 1 minuteClass: Cleric, Druid, Paladin, Ranger, Tamer, WarlockChoose a willing creature you can see within range; it ceases to heed the pained calls of its body, needing neither food nor water to exist. An affected creature ignores the effects of exhaustion, the poisoned condition, and cannot be incapacitated, stunned, paralysed, or fall unconscious. Each time an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies.Appendix A Spells


LegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"L'Arsene\", \"Cactari\", \"Kasbat Azzaman\", \"Bahr Arrimal\", \"Horological Order\", \"Timespun Sands\", \"Lion-Ka\", \"Eagle-Ka\", etc., as well as spells, magic items, and player options. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, and Jess Jackdaw, Plane Shift Press, a.k.a. PSP.‹ L'Arsene's Ledger of Treasure and Trinkets © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


Ognjen SporinScorpidThe scorpids are an arachnid-esque people that dwell underground, often in deserts. Duty and democracy are at the heart of scorpid culture, and deep below the deserts, their societies flourish, greased by a biological choice made in puberty. By Our Mothers' BackMotherhood is the pillar of scorpid society. Viviparous, scorpids birth live children instead of eggs like other arachnids. Seldom does a mother birth less than three children at a time. Closely resembling scorpions, these infants are translucent and stingerless. Here they are most vulnerable, and so they cling to their mother's back with abdominal pincers. The world is fraught with peril, but a specialised hormone spares the mother from the need for sleep until her children's first moult. A month later, the entire brood simultaneously moults over a few hours. This first ever moult hardens their exoskeletons, introduces pigmentation, and transforms their abdominal pincers into legs. No longer do they cling to their mother's back, but begin to explore the world as toddlers. Stingers grow with every monthly moult until, after a year, they are weapons in their own right. Venom develops slowly over the next decade. The Path ForwardAll scorpids have a place in society determined by their pubescent metamorphosis. At the onset of puberty, about thirteen years of age, an individual falls into torpor and rapidly metamorphoses. Will they retain their short stature and become a Luminary, inherit the strength of the Greatmights, or be carved into a Longtail? While some believe this choice is influenced by fate or personality, the result is random unless an individual suffers the sting of another scorpid. As that scorpid's venom runs through their veins, the individual is pushed towards that same role. Democracies in the DesertScholars lead scorpid society, and in their wisdom, they have pioneered the greatest, yet most arduous form of government: democracy. No scorpid adult goes without their voice heard, for every law is voted upon, every official appointed by majority. Scorpids are not perfect—evil tempts their hearts as easily as humanity's—but democracy is considered their holiest virtue. Of all the scorpids' democratic deliberations, foremost is the argument of self-determination. Should an individual be free to choose their metamorphosis, or do society's needs come first? In times of peace and prosperity, younglings are free to make their own choice—but more than once in darker chapters of history, as war looms or rages, societies have forcibly metamorphosed adolescents into Greatmights to swell the army's ranks. This argument—liberty versus utilitarianism—has, and perhaps always will, dominate scorpids' discourse. luminary scorpid


Ognjen SporinNatural Armour. When you aren't wearing armour, your carapace provides you a base AC of 13 + your Dexterity or Constitution modifier (whichever is greater). If you are using a Shield, you can apply the Shield's bonus as normal.Stinger. You have a stinger that you can use to make Unarmed Strikes. It deals 1d6 Piercing damage + your Strength modifier on a hit, instead of the Bludgeoning damage normal for an Unarmed Strike. You also have a limited reserve of venom which you can inflict when you hit a creature with your stinger, dealing an extra 1d6 Poison damage to it with the Unarmed Strike. You can add this poison a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. Languages. You can read, write, and speak Common and one other language of your choice.Subrace. Scorpids are all born the same, but diverge into three anatomical roles after their pubescent metamorphosis. Choose one of these subraces: GreatmightA drive for duty and honour or a pleasure in strength compels a pubescent scorpid to metamorphose into a Greatmight. Strong of arm and stronger of carapace, Greatmight scorpids form the backbone of society as labourers and soldiers. Suggested Ability Score Increase. Your Strength score increases by 1. Size. The broadest of their kin, Greatmights often break 6 feet tall and average 175 pounds. Your size is Medium.Speed. Your Walking Speed is 30 feet.Moulting. You moult far faster than your kin, negating harm to your carapace. Whenever you finish a long rest, you gain Temporary Hit Points equal to twice your Constitution modifier (minimum of 2 Temporary Hit Points). Scorpid TraitsAs a scorpid, you have the following traits:Suggested Ability Score Increase. Your Constitution score increases by 2. Anatomy. You have two arms, two legs, and a tail that ends in a stinger.Age. Scorpids live for approximately 60 years, with the eldest of their people prolonging their lives by a few years in dry, desert air.Creature Type. You are a Humanoid.Darkvision. You have Darkvision out to a range of 60 feet.Desert Adaptation. Your physiology allows you to better endure the harsh conditions of the desert. You naturally acclimate to extreme temperatures and require half the normal amount of water per day. Greatmight scorpid


Playing anUnevolved ScorpidA player might wish to play as a young scorpid so that they may metamorphose during the campaign. If so, follow the guidelines below upon character creation. Warn the player that they will be playing without a subrace until then, and therefore lack some traits, thereby diminishing their character's initial power. Š The character's size is Small (like a Luminary scorpid).Š The character can allocate a +1 bonus to any ability score that wasn’t already increased by their base race choice. Later, when they metamorphose, they don’t gain the +1 bonus from their chosen subrace's Suggested Ability Score Increase trait. Ancestral FeatSecondary MetamorphosisYou are one of the few scorpids that undergo a second metamorphosis in life. When you take this feat, you rapidly evolve and gain these benefits: ‹ Increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20. ‹ Your Stinger trait's Poison damage increases to 1d12. Whenever you deal this Poison damage to a creature, it must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) or be Poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. LuminaryLuminaries lead the way for the Scorpid civilization. Trained as scholars, emissaries, and leaders, these individuals accept the burden of managing society, warts and all. Smaller in stature, these scorpids possess a unique defence mechanism: to radiate biofluorescence—which doubles as a great reading light. Suggested Ability Score Increase. Your Wisdom score increases by 1. Size. Luminaries seldom reach 5 feet and often weigh only 100 pounds. Your size is Small.Speed. Your Walking Speed is 25 feet. Biofluorescence. Your carapace absorbs ultraviolet light, allowing you to glow at will. As a Bonus Action, you can shed Dim Light in a 15-foot radius, or extinguish it. Blinding Light. You can overload your Biofluorescence trait with blinding radiance using an Action or a Bonus Action. Each creature within 15 feet of you that can see you must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus) or be Blinded until the start of your next turn. Once you use this trait, you must finish a long rest before you can use it again. LongtailsLongtails do the dirty work of scorpid civilization—espionage, assassinations, and worse. Lithe and nimble, they are trained for the shadows, be it by the government or illicit organisations. Cunning and ambition are the chief emotions to bend a scorpid towards the Longtail metamorphosis. In scorpid society, Longtails are respected but also feared, and even disdained—superstition holds that only an amoral scorpid metamorphoses into a life of subterfuge and venom. Suggested Ability Score Increase. Your Dexterity score increases by 1. Size. At about five-and-a-half feet tall and only an average of 130 pounds, longtails prove nimble and well-sized for skullduggery. Your size is Medium. Speed. Your Walking Speed is 30 feet.Long-Tailed. Your stinger is exceptionally long, lithe, and dangerous, granting you these benefits:‹ You can use your Dexterity modifier for the attack and damage rolls of your Stinger, instead of Strength.‹ When you attack with your stinger on your turn, your reach for it is 5 feet greater than normal.‹ When you deal Poison damage with your Stinger, you add your Constitution modifier to the damage roll.


LegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"L'Arsene\", \"Cactari\", \"Kasbat Azzaman\", \"Bahr Arrimal\", \"Lemniscate Order\", \"Timespun Sands\", \"Dunedrinker\", \"Sandsipper\", etc., as well as spells, magic items, and player options. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, and Jess Jackdaw, Plane Shift Press, a.k.a. PSP.‹ L'Arsene's Ledger of Treasure and Trinkets © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


Ognjen SporinKappaWaterborne YokaiKappa are the yokai denizens of fresh water. Be it wetlands, lakes, or rivers; wherever water stands or flows beyond the ocean, kappa build and maintain a home. This has given rise to innumerable, isolated communities of kappa, each native to a different body of water, with their own customs, traditions, and politics. The kappa’s ties to fresh water go beyond mere homeland; each individual is born with a concave skull that holds a small pool of water atop their head wherever they roam. This pool is essential for homeostasis, and spilling the water within leads to throbbing headaches and bursts of vertigo until it can be refilled.Playtest MaterialGraphics and content are not finalPlaytest Material


2Loot Tavern | KappaOgnjen SporinKappa TalesIn ages past, kappa were known as dangerous, amphibious monsters of the bogland who wielded their tenacious strength and cloying yokai magic to wrestle trespassers into the water. As is the case in all tales, there is truth here, but it is only true of some kappa societies. Others regularly and peacefully trade with all peoples, and in recent centuries, the majority of kappa communities have formed relationships ranging from tolerant to brotherly with their Humanoid neighbors. That said, the typical kappa prefers to keep to themselves and does not travel far. As such, they prize tales of distant lands, sweeping deserts, and the endless ocean, as well as produce that cannot grow in their wetland homes. Cucumbers, in particular, are a favoured delicacy, with many savvy merchants building small empires on the provision of cucumber to the kappa.Kappa SpecialtiesWranglerAll kappa possess uncanny strength for their size, but those who specialise in physical combat are virtuosic wrestlers. Even larger creatures struggle to outmatch a kappa in one-to-one combat, often falling to an aggressive, bestial, clawing, biting, grappling fighting style natural to the waterdwelling yokai. Such kappa are respected fisherfolk, able to haul enormous quarry onto land single-handed, feeding entire villages with a single catch. These large catches are a cornerstone of kappa trade, and as a result, wranglers are the most common kappa that outside folk engage with.TideweaverKappa do not dwell in the ocean, but they harbour innate water magic that some specialise in nurturing across their lives. Such kappa are known as tideweavers, as they push, pull, and influence water in much the way the moon commands the ocean’s ebb and flow. These magic specialists are the dambuilders, architects, and custodians of their communities, manipulating water to expand and maintain their homes. This magic also makes them formidable combatants. Although less dangerous in close-quarters combat than a trained wrangler, a tideweaver is able to wield water as both a mighty shield and deadly weapon. Some say the first element benders who manipulated water were taught by kappa masters; whether this is true or not, the legends speak to the truth that no species carries such innate talent for offensive water magic as the kappa. Kappa TraitsAge: 100 years (maturity at 16 years)Anatomy: Two arms and two legsCreature Type: Fey (Yokai)Size: Medium (about 4–6 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet, Swim 30 feetAs a Kappa, you have these special traits.Amphibious. You can breathe air and water.Darkvision. You have Darkvision with a range of 60 feet.Rough-and-Tumble. You have proficiency in the Athletics skill.Water Bowl. You carry a small pool of water atop your concave skull, which spills out when you are knocked Prone against your will while not submerged in water. While the pool is full, you have Advantage on Intelligence saving throws. Your water bowl refills when you are submerged in water and whenever you finish a Long Rest.Kappa Specialty. Different kappa develop different talents in life. Choose one of these specialties: Wrangler or Tideweaver.Wrangler TraitsAs a Wrangler Kappa, you have these special traits.Brawler. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike. In addition, you have a +1 bonus to the damage rolls of your Unarmed Strikes.Seasoned Wrangler. Dragging or carrying a creature you are grappling doesn’t cost you extra movement.Tideweaver TraitsAs a Tideweaver Kappa, you have these special traits.Tideweave. You know the Water Whip cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select this specialty).Water Bubble. As a Magic action, you can conjure a bubble of shielding water around yourself for 1 minute, refilling your water bowl if it is empty. For the duration, you gain a +1 bonus to AC, you have Resistance to Fire damage, and your water bowl can’t spill. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.Playtest MaterialGraphics and content are not finalPlaytest Material


Additional Kappa TraitsIn addition to the traits already mentioned, Kappa have the following traits when using the 2014 version of the rules.Ability Score Increase. Your Strength score increases by 2.Languages. You can speak, read, and write Common and Aquan.Kappa Specialty. You gain one of the following additional traits based on the specialty you chose.◆ Wrangler Kappa. Your Dexterity score increases by 1.◆ Tideweaver Kappa. Your Wisdom score increases by 1.SpellsWater WhipTransmutation CantripCasting Time: ActionRange: 60 feetComponents: V, SDuration: InstantaneousClass: Bender (water), Druid, Sorcerer, WizardChoose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attackagainst a creature within 30 feet of the source of water. On a hit, the target takes 1d6 Slashing damage and, if it is Large or smaller, must succeed on a Strength saving throwor be pulled 10 feet straight towards a point on the surface of the source of water.Cantrip Upgrade. The damage increases by 1d6 and the distance a target can be pulled increases by 5 feet when you reach levels 5 (2d6 and 15 feet), 11 (3d6 and 20 feet), and 17 (4d6 and 25 feet).Playtest MaterialGraphics and content are not finalPlaytest Material


4Loot Tavern | KappaOgnjen Sporin, Opposite: Souhaib Zekri, Sam JumiskoThis is an Alpha-release document for Ryoko’s Guide to Forbidden Myths. This is a playtest document, designed to collect your thoughts and experiences so we can ensure the final book is reflective of what you want to see. We’ve already playtested extensively among ourselves, but doubtless, as a community, together we will find new ways to present information in a clearer way, tweak the balance of features that are too effective or a little lacking, and correct any grammar or spelling errors. As an Alpha-test, this is not the final version of content that will be in Ryoko’s Guide to Forbidden Myths.What Is Useful Feedback?As you explore this PDF, we are particularly interested in your personal playtest experience. To ensure we get the maximum value out of your playtesting, here’s a few things to consider.Use gameplay to inform your feedbackMaybe a feature seems a little overtuned, or a stat block seems underpowered on an initial read. But then, upon playing it, the limitations and virtues of these new ideas become clear. This is why it’s extremely important to play the material you leave feedback on. When leaving feedback, provide the context in which you tested it and then your thoughts. An example might look like this:My players and I ran a few one-shot adventures using the species in Ryoko’s Guide 2. We found the Kappa Wrangler worked great, but we found the Tideweaver’s Water Bubble trait stacks with spells like Shield of Faith and Bane to make them functionally invulnerable to low-level enemies.This feedback is excellent because it clearly explains what was tested and what the problem was. A less useful piece of feedback might look like this:I was reading the Kappa and saw they’re way too overpowered.Refer to precise locationsGive a page number and paragraph when pointing out grammar errors. Telling us “I noticed a spelling error in this PDF”, is hard for us to correct. A great example of grammar feedback might look like this:On page 5, in the third paragraph, you misspelt the word “failure” lol.Take your time to exploreRyoko’s Guide to Forbidden Myths is not designed to be a beginner book, and it introduces some fairly complex ideas and systems as it expands on the core rules of 5th edition. Please take the time to read and familiarise yourself with the new mechanics, and read adventures and stat blocks in full before running them. This will save a lot of confusion and prevent wasted playtesting time.With that in mind, if you’re ever not sure how something works, even if it is explained in the book, that’s great feedback for us! It shows we need to devote more time to explaining exactly how something should work and communicate it to you more clearly. A good example of such feedback might look like this:I read through the rules on naval combat a couple of times, and even ran a couple of the adventures, but I’m still confused about how they work.If you were confused after a read through or two, it tells us we need to find a way to communicate things more clearly.Everyone who gives feedback for Ryoko’s Guide to Forbidden Myths will be thanked in print in the final release. Your support and goodwill is inspiring, and it’s an honour to work with you all at this stage to finalise the project.Welcome to the Alpha Playtestheliana.lt/RGFM-Alpha-FeedbackScan or Click to leave feedback!Playtest MaterialGraphics and content are not finalPlaytest Material


5 Playtest MaterialGraphics and content are not finalPlaytest Material


6Loot Tavern | KappaLegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Plane Shift Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: “Wrangler”, “Tideweaver”, “Water Whip”, etc., as well as spells, magic items, and player options. This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice• Ryoko’s Guide to the Yokai Realms © 2023, Max Wartelle, Mohammed Bellafquih, William Earl.Playtest MaterialGraphics and content are not finalPlaytest Material


Zaman's Guide | Anooby 1TamerLevel13591317Anooby“I’ve run afoul of an anooby and find myself in dire need of a character witness. It’s been giving me some very ominously accusatory looks, so if you could quickly clear out a week or two from your schedule and prepare a simple hundred-page statement rigorously detailing my moral virtWait, where are you going?”— Falak, Guilty Until Proven InnocentType: CelestialCreature Component: Any ammutBonus Tamer Improvement: Novice Judge and +2 Hit DiceEven the hallowed courts of the Outer Planes would grind to a halt without their bailiffs, clerks, and stenographers. As extraplanar-judges-in-training, anoobies serve all these roles and more, working as aides to gods of justice, death, and the afterlife to ensure the orderly and efficient processing of the neverending influx of mortal souls. An anooby’s ultimate goal is to become the one to preside over the grand tribunals themselves—and to temper their instruction with worldly wisdom, many choose to undergo lengthy trips to the Material Plane. There, they attach themselves to virtuous heroes in a kind of cosmic internship, offering their assistance in exchange for the opportunity to accrue precious experience. Zealous to a fault, anoobies take their missions very seriously—a Tamer that agrees to such a partnership can expect many a judgemental stare or stern talking-to whenever their morals waver… but also a loyal and passionate companion who will always stand up for what is right.Growth IIPrerequisite: Growth I“...well, taller.”Novice JudgePrerequisite: Become Companion“‘Doo prossess’? What’s that?...”Fair JudgePrerequisite: Novice Judge“...All rise!...”Divine JudgePrerequisite: Venerable Judge“...Only the gods can judge you now.”Dual NaturePrerequisite: —“As above, so below.”Venerable JudgePrerequisite: Fair Judge“...Objection overruled!...”Final VerdictPrerequisite: —“The last one you’ll ever get.”Grave GuardianPrerequisite: —“Rest in peace.”Growth IPrerequisite: —“I thought a divine emissary would be...”EmbalmerPrerequisite: —“I hardly know her!”MultiattackPrerequisite: —“I sentence you to two whacks.”


2Previous: Chaouki Titouhi & Gabriel VissichelliIf any of the anooby’s traits or actions require a saving throw, it is always against the anooby’s save DC, as calculated below.Save DC = 8 + the Tamer’s proficiency bonus + the anooby’s Wisdom modifierMonster TrainerNovice JudgePrerequisite: Become a Tamer’s companionType: Active (Bonus Action, no action required)When the anooby makes a Judgement Ray attack, it can choose to empower it (no action required). If the target of the attack is an evil-aligned creature, the attack deals an extra 7 (2d6) damage on a hit. If the target of the attack is a good-aligned creature, the attack deals no damage on a hit, and the creature gains 7 (2d6) Temporary Hit Points, which last for 1 minute. If the creature isn’t good- or evil-aligned, or if its alignment can’t be discerned by magic, the anooby’s Tamer can choose which effect to apply. The anooby can empower its Judgement Ray attack in this way a number of times equal to its Proficiency Bonus, regaining all expended uses when its Tamer finishes a Long Rest.In addition, the anooby can use its Weigh Heart Bonus Action a number of times equal to its Proficiency Bonus, instead of once, regaining all expended uses when its Tamer finishes a Long Rest.Fair JudgePrerequisite: 3rd-level TamerType: Active (action)The extra damage and Temporary Hit Points of the anooby’s Novice Judge improvement increase to 9 (2d8) each. In addition, the anooby can use an action to choose up to four creatures that it can see within 30 feet of it, passing judgement on their character. If a creature is good-aligned, it gains the benefits of the Bless spell. If a creature is evil-aligned, it must succeed on a Charisma saving throw or suffer the effects of the Banespell. If a creature isn’t good- or evil-aligned, or if its alignment can’t be discerned by magic, the anooby’s Tamer can choose which effect to apply.These effects last for 1 minute, or until the anooby loses Concentration (as if concentrating on a spell). Once the anooby has used this action, it can’t do so again until its Tamer finishes a Short or Long Rest.Growth IPrerequisite: 3rd-level TamerType: Passive (companion)The anooby’s size increases to Small, its Hit Die size increases to a d6 (its Hit Point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its Judgement Ray and Staff attacks increase to a d8 and a d6, respectively.Dual NaturePrerequisite: 5th-level TamerType: Passive (companion)The anooby’s simultaneous connection to the heavens and the underworld grants it Resistance to Necrotic and Radiant damage.Final VerdictPrerequisite: 5th-level TamerType: Active (1 minute)Over the course of 1 minute, the anooby can touch the corpse of a creature that has been dead for no more than 1 hour and extracts a portion of its soul to judge. If the creature was good-aligned, the anooby helps its soul pass on and gains 7 (2d6) Temporary Hit Points. If the creature was evil-aligned, the anooby consumes its soul, and the next time it hits with an attack, the attack deals an extra 7 (2d6) Necrotic or Radiant damage (Tamer’s choice). If the creature wasn’t good- or evil-aligned, or if its alignment couldn’t be discerned by magic, the anooby’s Tamer can choose which effect to apply. These benefits end if the anooby uses this action again.Once the anooby has used this action on a corpse, it can’t use the action on the same corpse again.When the anooby’s Tamer reaches 13th level in the Tamer class, this action’s Temporary Hit Points and extra damage increase to 14 (4d6) each.MultiattackPrerequisite: 5th-level TamerType: Active (action)As an action, the anooby can make two attacks.EmbalmerPrerequisite: 9th-level TamerType: Active (action)The anooby can cast the Gentle Repose, Hold Person, and Speak with Dead spells, using Wisdom as its spellcasting ability. When a spell is cast using this improvement, spectral bandages appear around the target for the duration. Once the anooby has cast a spell in this way, it can’t cast that spell in this way again until its Tamer finishes a Long Rest.


Zaman's Guide | Anooby 3Growth IIPrerequisite: 9th-level TamerType: Passive (companion)The anooby’s size increases to Medium, its Hit Die size increases to a d8 (its Hit Point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its Judgement Ray and Staff attacks increase to a d10 and a d8, respectively.Grave GuardianPrerequisite: 13th-level TamerType: Active (Reaction)When a friendly Humanoid the anooby can see within 30 feet of it is reduced to 0 Hit Points but not killed outright, the anooby can use its Reaction to cast the Guardian of Faith spell. The guardian appears in the creature’s space, and any other creature in the guardian’s space when it appears is pushed to the nearest unoccupied space.While the guardian remains, the creature within it has Advantage on death saving throws. Each time the guardian deals damage, the anooby’s Tamer can decide for it to deal Necrotic or Radiant damage, and the friendly creature gains Temporary Hit Points equal to half the damage taken. The spell ends early if the creature regains any Hit Points, or if the anooby uses this Reaction again.Venerable JudgePrerequisite: 13th-level Tamer, Fair JudgeType: Active (action)The extra damage and Temporary Hit Points of the anooby’s Novice Judge improvement increase to 11 (2d10) each. The maximum number of creatures that the anooby can choose with its Fair Judge improvement increases to six.A creature under the effect of the Bless spell from the anooby’s Fair Judge improvement gains 7 (2d6) Temporary Hit Points at the start of each of its turns. A creature under the effect of the Bane spell from the anooby’s Fair Judge improvement takes 7 (2d6) Necrotic or Radiant damage (Tamer’s choice each time) at the start of each of its turns. Divine JudgePrerequisite: 17th-level Tamer, Venerable JudgeType: Active (action)The extra damage and Temporary Hit Points of the anooby’s Novice Judge improvement increase to 13 (2d12) each. The maximum number of creatures that the anooby can choose with its Fair Judge improvement increases to eight.In addition, the anooby can use an action to bestow a divine blessing upon another creature it can see within 30 feet of it. The creature gains 15 Temporary Hit Points for each of these actions that it has performed at least once since the last time it finished a Long Rest:‹ Targeted a friendly creature with a beneficial spell or effect.‹ Took the Help action during combat.‹ Reduced a hostile creature to 0 Hit Points.‹ Performed a good deed (GM’s discretion).These Temporary Hit Points last for 1 minute. For each 15 Temporary Hit Points a creature has from this improvement, it gains a cumulative +1 bonus to AC. Once the anooby has used this action, it can’t do so again until its Tamer finishes a Long Rest.ANOOBYTiny Celestial, Lawful GoodArmour Class 12 (leather)Hit Points 4 (1d4 + 2)Speed 30 ft.STR DEX CON INT WIS CHA8 (-1) 13 (+1) 14 (+2) 11 (+0) 15 (+2) 11 (+0)Skills Insight +4, Medicine +4Senses Darkvision 60 ft., passive Perception 14Languages Celestial, CommonChallenge 1/8 (25 XP) Proficiency Bonus +2Judgemental. When a friendly creature that the anooby can see within 30 feet of it performs an act that the anooby perceives as evil, cowardly, or otherwise morally reproachable (GM’s discretion), the anooby must make a DC 12 Wisdom saving throw. On a failed save, the Anooby makes one Judgement Ray attack against the creature on its next turn. Once the anooby has failed this saving throw, it automatically succeeds on all subsequent saving throws against this trait until it or its Tamer finish a Long Rest.ActionsJudgement Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) Necrotic or Radiant damage (anooby or Tamer’s choice).Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) Bludgeoning damage.Bonus ActionsWeigh Heart (1/Day). The anooby peers into a creature’s heart. Saving Throw: DC 12 Wisdom. One creature that the anooby can see within 30 feet of it. Failure: The anooby learns the creature’s alignment.


4Give a page number and paragraphwhen pointing out grammar errorsThis is a simple one, but telling us “I noticed a spelling error in this PDF”, is hard for us to correct. A great example of grammar feedback might look like this:On page 5, in the third paragraph, you misspelt the word “failure” lol.Take your time to exploreZaman's Guide is not designed to be a beginner book, and it introduces some fairly complex ideas and systems as it expands on the core rules of 5th edition. Please take the time to read and familiarise yourself with the new mechanics, and read adventures and stat blocks in full before running them. This will save a lot of confusion and prevent wasted playtesting time.With that in mind, if you’re ever not sure how something works, even if it is explained in the book, that’s great feedback for us! It shows we need to devote more time to explaining exactly how something should work and communicate it to you more clearly. A good example of such feedback might look like this:I read through the rules on paradox points a couple of times, and even ran a couple of the adventures, but I’m still confused about how they work.If you were confused after a read through or two, it tells us we need to find a way to communicate things more clearly.Everyone who gives feedback for Zaman's Guidewill be thanked in print in the final release. Your support and goodwill is inspiring, and it’s an honour to work with you all at this stage to finalise the project. Welcome to the Beta TestThis is a BETA-release document for Zaman's Guide to the End of Time. This is a playtest document, designed to collect your thoughts and experiences so we can ensure the final book is reflective of what you want to see. We’ve already playtested extensively among ourselves, but doubtless, as a community, together we will find new ways to present information in a clearer way, tweak the balance of features that are too effective or a little lacking, and correct any grammar or spelling errors. As a BETA-test, this is not the final version of content that will be in Zaman's Guide. What Is Useful Feedback?As you explore Zaman's Guide to the End of Time, we are particularly interested in your personal playtest experience. To ensure we get the maximum value out of your playtesting, here’s a few things to consider when you explore the BETA PDFs.Use gameplay to inform your feedbackMaybe a feature seems a little overtuned, or a stat block seems underpowered on an initial read. But then, upon playing it, the limitations and virtues of these new ideas become clear. This is why it’s extremely important to play the material you leave feedback on. When leaving feedback, provide the context in which you tested it and then your thoughts. An example might look like this:My players and I ran a few one-shot adventures using the races in Zaman’s. We found the cosmic dji, greatmight scorpid, camelkin, and fennecfolk worked great, but we found the desiccated's Unravel trait gave frail casters too much leeway surviving fatal hits from the backlines.This feedback is excellent because it clearly explains what was tested and what the problem was. A less useful piece of feedback might look like this:I was reading the greatmight scorpid and saw they’re way too overpowered.Scan or Click to leave feedback!


LegalAlright folks, legalese is intimidating. This first bit is plain English. All characters, items, creatures, and spells in this publication are original creations of Loot Tavern Publishing(a.k.a. LTP). Please don’t replicate or distribute this unless it is a direct link to where we host it (this is our livelihood!). All characters, player options, spells, items, and monsters are designated product identity and are not open content. That includes proper nouns including, but not limited to: \"L'Arsene\", \"Cactari\", \"Kasbat Azzaman\", \"Bahr Arrimal\", \"Lemniscate Order\", \"Timespun Sands\", \"Dunedrinker\", \"Sandsipper\". This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.Copyright Notice‹ Zaman’s Guide to the End of Time © 2025, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.‹ Heliana’s Guide to Monster Hunting © 2023, Max Wartelle, Mohammed Bellafquih, Loot Tavern Publishing, a.k.a. LTP.


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