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

Zaman's Guide

Zaman's Guide

Give 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 red oniborne, karasu tengu, kitsune, and lion turtle worked great, but we found the isetsu’s Brittle Shell trait a little powerful in the very early game, particularly on backline supporting builds. 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 karasu tengu and saw they’re way too overpowered.Scan or Click to leave feedback!


6Artist NameLegalAlright 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 Sporin


Ognjen SporinMirage Fiend“If you play its game and lose, you lose. If you play its game and win, you lose. If you refuse to play its game, you lose. The only way to win against a mirage fiend is to never encounter one to begin with.”— Zohra, Cactari SageGiven the choice between dying of thirst in the heat of the desert or accepting aid from a mysterious stranger, most would opt for the latter. Those who heard children’s tales about mirage fiends, however, aren’t quite as hasty to decide. Born as jinn in the enigmatic Imaginal Plane, these beings have, whether by temptation or misfortune, succumbed to the insidious influence of the Hells. Though traces of their original nature remain, mirage fiends are much closer to machiavellian devils, gliding across the dunes in search of new souls to corrupt.Do You Want to Play a Game? Mirage fiends prey upon the lost and desperate, seeking out travellers whose throats are parched and lips are cracked. A sudden drop in temperature heralds the arrival of one of these false philanthropists, moments before it materialises with an entire oasis in tow and honeyed offers of sustenance and shelter. In return, it asks only that the would-be beneficiary indulge it in a game of chance, with escalating stakes. The wily jinn allows its opponent to win the first few rounds for a sip of water or some shade, lulling them into a false sense of security and clouding their judgement with promises of grander prizes. Then, it starts cheating; shamelessly and relentlessly.Lose-Lose. Those foolish enough to gamble with a mirage fiend at higher stakes soon find the price of defeat far worse than thirst or exhaustion. With a gesture from the jinn, their souls are ripped from their bodies and deposited at the bottom of the Fiend’s oasis, where they’re rendered down into an amorphous, semi-sentient ooze. The result is bottled and awarded to the lucky few who manage to beat the jinn at its game, as the “powerful magic item” that was so generously promised. To anyone with an ounce of scruples, this prize is a curse that taints their soul with each use. As for those unburdened by morality, the jinn revels in the nefarious purposes for which they might use his gift. Either way, the mirage fiend is left content… and the world a little darker for its meddling.Snubbed Stalker. In a display of faux-graciousness, the devilish jinn solemnly vows not to attack those who decline to play its games. And it keeps its promise… technically. Stung by rejection and seething with petty fury, the mirage fiend obsessively stalks its victim across the desert. It strictly avoids anything that would cause physical harm, but still finds ways to torment the poor soul with convincing mirages of lush oases or disorienting illusions of sandstorms. This torture stops only when the broken traveller offers their soul in exchange for mercy… or when the shifting sands claim another desiccated corpse.


ActionsMultiattack. The fiend makes two attacks with any combination of Claw and Ray of Frost.Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) Slashing damage plus 9 (2d8) Cold damage.Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 13 (3d8) Cold damage and the target’s Speed is reduced by 10 feet until the start of the fiend’s next turn.Evaporate (When Not in Frozen Form). The fiend turns into water vapour and immediately teleports to a space it can see within 120 feet of it. While in this form, it is Invisible; has Immunity to Acid, Bludgeoning, Piercing, Slashing, and Thunder damage; and has Advantage on Strength, Dexterity, and Constitution saving throws. In addition, the only action it can take is the Dash action, or a Bonus Action to reform.SpellsThe fiend is a 14th-level spellcaster. It uses Charisma as its spellcasting ability (spell save DC 16, +8 to hit with spell attacks). The fiend knows the following spells:At will: Create or Destroy Water, Fog Cloud C, Ray of Frost, Water Whip*2/day each: Coldsnap*, Control Water C, Create Food and Water, Hallucinatory Terrain1/day each: Mirage Arcane, Teleport*See Appendix B, C indicates concentration.Legendary ActionsWhile in its Frozen Form (see trait), the fiend can take 2 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of another creature’s turn. The fiend regains spent Legendary Actions at the start of its turn.Attack. The fiend makes one Claw or Ray of Frost attack.Fleet Fog. The fiend casts Fog Cloud centred on itself and immediately moves up to half its Speed.MIRAGE FIENDLarge Fiend (Jinn), Lawful EvilArmour Class 16 (natural armour)Hit Points 119 (14d8 + 56)Speed 40 ft., Fly 40 ft. (hover), Swim 40 ft.STR DEX CON INT WIS CHA19 (+4) 15 (+2) 18 (+4) 18 (+4) 14 (+2) 19 (+4)Saving Throws Con +8, Wis +6Skills Deception +12, Insight +6, Sleight of Hand +6Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from nonmagical attacksDamage Immunities Cold, PoisonCondition Immunities PoisonedSenses Darkvision 120 ft., Blindsight 120 ft., Passive Perception 12Languages —Challenge 9 (5,000 XP); 14 (11,500 XP) in Frozen Form Proficiency Bonus +4Armour of Ice (Frozen Form Only). The fiend gains 10 (4d4) Temporary Hit Points at the start of each of its turns. While it has any of these Temporary Hit Points, a creature that touches the fiend or hits it with a melee attack while within 5 feet of it takes 9 (2d8) Cold damage.Frozen Form. After being in freezing conditions (an ambient temperature below the freezing point of water) for 10 minutes, the fiend enters its frozen form, gaining access to new traits and actions. After entering this form, its frozen form ends when conditions are above freezing for 10 minutes.Legendary Resistance (3/Day). If the fiend fails a saving throw, it can choose to succeed instead.


Give 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.


Ognjen Sporin


SANDSHARKLarge Monstrosity, UnalignedArmour Class 15 (natural armour)Hit Points 93 (11d10 + 33)Speed 40 ft., burrow 40 ft.STR DEX CON INT WIS CHA17 (+3) 12 (+1) 16 (+3) 2 (-4) 14 (+2) 5 (-3)Skills Perception +4, Stealth +3Condition Immunities BlindedSenses Tremorsense 120 ft. (blind beyond this radius), passive Perception 15Languages —Challenge 4 (1,100 XP) Proficiency Bonus +2Blood Frenzy. The sandshark has Advantage on melee attack rolls against any creature that doesn't have all its Hit Points.Delicate Burrow. While mounted by a rider, the sandshark's Burrow Speed is halved, and it must use its Mounted Burrow Bonus Action whenever it begins burrowing or emerges from the ground.Emergence. If the sandshark burrows at least 20 feet up in a straight line and reaches the surface, it emerges from the ground in a burst of dirt or sand. Each creature within 5 feetof the sandshark when it does so must make a DC 13 Strength saving throw. On a failed save, a creature takes 4 (1d8) Bludgeoning damage, is pushed back 10 feet, and is knocked Prone. On a successful save, a creature takes half as much damage and suffers no additional effects.Keen Hearing and Smell. The sandshark has Advantage on Wisdom (Perception) checks that rely on hearing or smell.Sand Glide. The sandshark ignores Difficult Terrain caused by sand, and can burrow through sand without leaving tracks behind it.ActionsMultiattack. The sandshark makes one Bite attack and one Tail attack.Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) Piercing damage and the target is Grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the sandshark can’t use its Bite against a different target. The Grapple ends if the sandshark burrows underground.Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Bludgeoning damage.Bonus ActionMounted Burrow (While Mounted Only). The sandshark uses its Burrow Speed to enter the ground it is standing on, or to emerge from the ground if it is already underground.Sand Pit (Recharge 4-6). If the sandshark burrows in a 5-foot-radius circle while 5 feet underground, it can cause the ground in that area to collapse. Each creature standing in the area must succeed on a DC 13 Dexterity saving throw or sink into the ground and be Restrained. A creature can use an action to make a DC 13 Strength check, freeing itself or another creature within reach on a success.SandsharkWith a mean streak as wide as the Bahr Arrimal, sandsharks prowl across the deserts of the Timespun Sands, their sleek bodies cutting effortlessly through the rolling dunes. These voracious hunters are governed primarily by their solitary and possessive nature, and encounters between neighbouring sandsharks often escalate into brutal, bloody conflicts over territory or mates. As the cactari are fond of saying, “nothing hates a sandshark more than another sandshark”.Patient Ambushers. Sandsharks are opportunistic ambush predators, stalking their prey by scent across the desert for days until it weakens. When the time finally comes to strike, they dive into the sand and stealthily burrow until they’re right underneath their target. The last thing most unfortunate souls who fail to traverse the desert glimpse is the tip of a dorsal fin poking through the dunes, just seconds before the sandshark jumps out and seals their fate. Evasive Combatants. Even those who manage to muster enough strength for a fight find themselves struggling against the hit-and-run tactics employed by sandsharks. During combat, a sandshark surfaces just long enough to inflict a vicious bite on its opponent before sinking back into the safety of the sand, poised for its next attack. Cactari advise using nets or similar implements to immobilise sandsharks, creating an opportunity to retaliate or flee for one’s life.


Souhaib ZekriCliffrunnersCliffrunners are large, agile birds native to the rocky cliffs of the Timespun Sands. They come in various forms, from tall and slender creatures capable of clearing vast distances with a single, effortless leap, to bulkier, sturdier birds prized as formidable shock mounts. Despite these differences, all cliffrunners share one distinctive trait: their wings, while impressive, lack the strength for sustained flight. Instead, cliffrunners use them to glide gracefully from hoodoo to hoodoo, easily navigating their mountainous habitats. Their powerful legs make them unmatched runners and jumpers—and when they can’t outrun a predator, a well-placed kick often proves to be enough of a deterrent. In the Ombrestone Cliffs, the only creatures daring enough to hunt cliffrunners are the mighty psammogriffs and the occasional pack of desperate coyotes. CLIFFRUNNERLarge Beast, UnalignedArmour Class 12Hit Points 19 (3d10 + 3)Speed 60 ft.STR DEX CON INT WIS CHA15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)Senses passive Perception 11Languages —Challenge ½ (100 XP) Proficiency Bonus +2Glide. When the cliffrunner falls and isn’t incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends in the air.Standing Leap. The cliffrunner's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.ActionsKick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.


Ognjen SporinDUNERUNNERLarge Beast, UnalignedArmour Class 15 (natural armour)Hit Points 45 (6d10 + 12)Speed 50 ft.STR DEX CON INT WIS CHA14 (+2) 15 (+2) 15 (+2) 4 (-3) 12 (+1) 7 (-2)Skills Perception +3Senses passive Perception 13Languages —Challenge 1 (200 XP) Proficiency Bonus +2Keen Smell. The dunerunner has advantage on Wisdom (Perception) checks that rely on smell.Mounted Charge. While mounted by a rider, if the dunerunner moves at least 20 feet straight towards a target and immediately makes a Bite attack against it, it gains advantage on the attack roll. In addition, if the attack hits a creature, it deals an extra 4 (1d8) damage, and the creature must succeed on a DC 12 Strength saving throw or be knocked prone.Sandstep. The dunerunner ignores difficult terrain caused by loose earth, sand, or gravel.ActionsBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.DunerunnerTireless, loyal, and remarkably light of foot for their size, dunerunners are a familiar sight to the people of the Timespun Sands. These large reptiles are equally at home dashing undeterred through the desert sands as they are weaving gracefully through crowds and tight alleys in bustling city streets. However, it’s not just their incredible speed and agility that make dunerunners the mounts of choice for the guards of Kasbat Azzaman. Their keen sense of smell lets them pursue a quarry even after being outrun, much to the criminal’s chagrin.


Give 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 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: \"Zaman\", \"Heliana\", 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‹ 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.


2better understand and protect it, can reliably track its movements—a knowledge they closely guard. Over time, the griffon has come to trust these devoted Humanoids, occasionally visiting their encampments to convey simple requests through telepathic visions and emotions. To outsiders, the griffon might appear demanding or aloof, but the Al Badu firmly believe in its cause and gladly offer their assistance whenever it’s needed.Competitive Spirit. The smokeglass griffon revels in competition, eagerly seeking challenges wherever they arise—even against inanimate objects, such as beating a falling boulder to the bottom of a cliff. In fact, one of its most frequent requests to the Al Badu people is for aerial races against their psammogriff riders. For new recruits, competing against the great guardian is a rite of passage—though most are destined to lose. The precious few who manage to outpace the griffon are celebrated as champions and have their victories immortalised in Al Badu legend.The Smokeglass GriffonReigning over the skies of the Ombrestone Cliffs, the regal smokeglass griffon is a rare and majestic sight that few are privileged to witness. This elusive creature divides its time between soaring high above the clouds and tending to smokeglass clusters on the rocky crevices of the clifftops. Only the Al Badu people, who have studied the griffon’s behaviour to


Zaman's Guide | Smokeglass Griffon 3Opposite: Ognjen SporinActionsMultiattack. The griffon can use its Obsidian Storm. It then makes one attack.Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.Feathers. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 8 (2d4 + 3) slashing damage.Obsidian Storm (Recharge 5-6). The griffon releases razor-sharp feathers in a 30-foot cone, then freezes them in space. The feathers remain frozen for 1 minute, until the griffon uses this action again, or until an effect that deals 10 or more thunder damage occurs within the area. The area becomes difficult terrain for the duration, and when a creature other than the griffon moves into or within the area, it takes 2 (1d4) slashing damage for every 5 feet it travels.ReactionsSpatial Anchor. Trigger: A creature that the griffon can see other than itself moves. Response: The griffon locks the creature’s relative position in space to that of a different creature of the same size that the griffon can see. Until the end of the turn, whenever either of the locked creatures moves, the other moves the same amount in the same direction.Legendary ActionsThe griffon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The griffon regains spent legendary actions at the start of its turn.Claws. The griffon makes one Claws attack.Spacetime Shift. The griffon teleports to an unoccupied space it can see within 30 feet of it.SMOKEGLASS GRIFFON, SPATIAL WARDENHuge Elemental, NeutralArmour Class 15 (natural armour)Hit Points 102 (12d12 + 24)Speed 30 ft., fly 80 ft.STR DEX CON INT WIS CHA16 (+3) 15 (+2) 14 (+2) 12 (+1) 13 (+1) 16 (+3)Skills Perception +4Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities paralysed, petrified, poisoned, unconsciousSenses darkvision 120 ft., passive Perception 14Languages understands Common and Primordial, but can’t speakChallenge 5 (1,800 XP) Proficiency Bonus +3Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.Limited Telepathy. The griffon can magically communicate ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.Legendary Resistance (2/Day). If the griffon fails a saving throw, it can choose to succeed instead.Spatial Grounding. While the griffon isn’t incapacitated, it emanates an aura that warps space within 20 feet of it. Other creatures can’t teleport into or out of this area. If the griffon takes 10or more thunder damage on a turn, this trait is suppressed until the end of its next turn.


4Ognjen SporinActionsMultiattack. The griffon can use its Obsidian Storm. It then makes two attacks with its Claws or Feathers.Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.Feathers. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 8 (2d4 + 3) slashing damage.Obsidian Storm (Recharge 5-6). The griffon releases razor-sharp feathers in a 30-foot cone, then freezes them in space. The feathers remain frozen for 1 minute, until the griffon uses this action again, or until an effect that deals 15 or more thunder damage occurs within the area. The area becomes difficult terrain for the duration, and when a creature other than the griffon moves into or within the area, it takes 5 (2d4) slashing damage for every 5 feet it travels.ReactionsSpatial Anchor. Trigger: A creature that the griffon can see other than itself moves. Response: The griffon locks the creature’s relative position in space to that of a different creature of the same size that the griffon can see. Until the end of the turn, whenever either of the locked creatures moves, the other moves the same amount in the same direction.Legendary ActionsThe griffon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The griffon regains spent legendary actions at the start of its turn.Claws. The griffon makes one Claws attack.Spacetime Shift. The griffon teleports to an unoccupied space it can see within 30 feet of it.SMOKEGLASS GRIFFON, REALITY MENDERHuge Elemental, NeutralArmour Class 16 (natural armour)Hit Points 136 (16d12 + 32)Speed 30 ft., fly 80 ft.STR DEX CON INT WIS CHA17 (+3) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 17 (+3)Skills Perception +6Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities paralysed, petrified, poisoned, unconsciousSenses darkvision 120 ft., passive Perception 16Languages understands Common and Primordial, but can’t speakChallenge 9 (5,000 XP) Proficiency Bonus +4Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.Limited Telepathy. The griffon can magically communicate ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.Legendary Resistance (2/Day). If the griffon fails a saving throw, it can choose to succeed instead.Spatial Grounding. While the griffon isn’t incapacitated, it emanates an aura that warps space within 20 feet of it. Other creatures can’t teleport into or out of this area. If the griffon takes 15or more thunder damage on a turn, this trait is suppressed until the end of its next turn.


Zaman's Guide | Smokeglass GriffonOgnjen Sporin5ActionsMultiattack. The griffon can use its Obsidian Storm. It then makes two attacks with its Claws or Feathers.Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.Feathers. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) slashing damage.Obsidian Storm (Recharge 5-6). The griffon releases razor-sharp feathers in a 30-foot cone, then freezes them in space. The feathers remain frozen for 1 minute, until the griffon uses this action again, or until an effect that deals 20 or more thunder damage occurs within the area. The area becomes difficult terrain for the duration, and when a creature other than the griffon moves into or within the area, it takes 5 (2d4) slashing damage for every 5 feet it travels.ReactionsSpatial Anchor. Trigger: A creature that the griffon can see other than itself moves. Response: The griffon locks the creature’s relative position in space to that of a different creature of the same size that the griffon can see. Until the end of the turn, whenever either of the locked creatures moves, the other moves the same amount in the same direction.Legendary ActionsThe griffon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The griffon regains spent legendary actions at the start of its turn.Claws. The griffon makes one Claws attack.Spacetime Shift. The griffon teleports to an unoccupied space it can see within 30 feet of it.SMOKEGLASS GRIFFON, EMBODIMENT OF SPACEHuge Elemental, NeutralArmour Class 17 (natural armour)Hit Points 195 (23d12 + 46)Speed 30 ft., fly 80 ft.STR DEX CON INT WIS CHA18 (+4) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 18 (+4)Skills Perception +7Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities paralysed, petrified, poisoned, unconsciousSenses darkvision 120 ft., passive Perception 17Languages understands Common and Primordial, but can’t speakChallenge 14 (11,500 XP) Proficiency Bonus +5Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.Limited Telepathy. The griffon can magically communicate ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.Legendary Resistance (3/Day). If the griffon fails a saving throw, it can choose to succeed instead.Spatial Grounding. While the griffon isn’t incapacitated, it emanates an aura that warps space within 20 feet of it. Other creatures can’t teleport into or out of this area. If the griffon takes 20or more thunder damage on a turn, this trait is suppressed until the end of its next turn.


Give 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 red oniborne, karasu tengu, kitsune, and lion turtle worked great, but we found the isetsu’s Brittle Shell trait a little powerful in the very early game, particularly on backline supporting builds. 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 karasu tengu 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 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.


Zaman's Guide to the End of TimeAleksa Drageljevic & Ognjen SporinAnomaliesBorn from tears in the fabric of existence, anomalies are bizarre amalgamations of chronomantic or graviturgic energy, driven by the singular purpose of creating more anomalies. When their numbers reach a critical threshold, a local reality collapse ensues, capable of engulfing anything from a single home to an entire city. Those caught within these catastrophic events aren’t merely destroyed— they are retroactively erased from history, their existence wiped from memory and record.Lemniscate Archive. There are two means of keeping documents out of the clutches of anomalous retroactive deletion: warding and concealment. Chronomantic wards can ensure the persistence of a document post-reality collapse. While they are a fairly simple magical effect to create, they require expensive components in the form of timeshards. Pocket dimensions, on the other hand, can store entire libraries, though the magic to create and maintain them is complicated, especially if you want things like breathable air and gravity. The Lemniscate Order maintains a meticulous archive of the history and people of the Timespun Sands—The Lemniscate Archive—hidden in a pocket dimension outside the reach of these anomalies.Eradication Taskforce. As a hotbed of chronomantic and graviturgic activity, the Timespun Sands are a fertile ground for the emergence of anomalies, and its inhabitants are all too aware of the existential threat posed by these creatures. The Horological Order—a group of paladins bound by a solemn vow to safeguard the integrity of reality—was thus formed to hunt down and eliminate anomalies the moment they appear. These elite warriors tirelessly wander the land, going wherever their strength is needed, and are revered by commonfolk and nobles alike. It’s estimated that, since the founding of the Order, they’ve prevented an average of three reality collapses per month.


Singularity (Recharges After a Short or Long Rest). The catastrophe creates a miniature black hole at a point on the ground within 30 feet of it, which exerts a strong gravitational force in a 60-foot-radius Sphere. Creatures in the sphere other than the catastrophe must spend 2 feet of movement for each 1 foot they travel away from the centre of the sphere. Each creature other than the catastrophe that starts its turn in the area or enters it for the first time on a turn must make a DC 20 Strength saving throw. On a failed save, a creature is pulled up to 30 feet towards the centre of the sphere, stopping early if it hits an obstacle of its size or larger.A creature other than the catastrophe that ends its turn in the sphere takes 3 (1d6) Force damage, plus 3 (1d6) Force damage for each 10 feet closer than 60 feet that it is to the centre of the sphere. A creature reduced to 0 Hit Points by this damage is instantly disintegrated and erased from time. It can only be brought back to life by a Wish spell or similar magic, and creatures that knew it must succeed on a DC 20 Wisdom saving throw or forget that it ever existed.At the start of each of the catastrophe’s turns, the black hole disappears unless there’s a creature with one or more Paradox Points in the area of the sphere. If this happens, that creature loses 1 Paradox Point and the black hole remains for another turn. If more than one creature has Paradox Points, the catastrophe chooses which one loses a point to sustain the singularity.Bonus ActionsTeleport. The catastrophe teleports to a space it can see within 30 feet of it.ReactionsRewind. Trigger: A creature the catastrophe can see hits it with an attack. Response: The catastrophe forces the creature to reroll the attack roll with Disadvantage.Legendary ActionsThe catastrophe can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. The catastrophe regains spent Legendary Actions at the start of its turn.Anomalous Touch. The catastrophe makes one Anomalous Touch attack.Unravel Space (Costs 2 Actions). The catastrophe chooses up to four creatures other than itself that it can see within 60 feet of it, forcing each one to make a DC 20 Constitution saving throw. On a failed save, a creature is teleported to an unoccupied space of the catastrophe’s choice within 60 feet of the catastrophe. The space must be on a surface or in a liquid that can support the creature without the creature having to squeeze. A creature can choose to fail this saving throw.Unravel Time (Costs 2 Actions). The catastrophe chooses up to four creatures that it can see within 60 feet of it, forcing each one to make a DC 20 Charisma saving throw. On a failed save, a creature gains 1d3 Paradox Points*.SPATIOTEMPORAL CATASTROPHEGargantuan Aberration, UnalignedArmour Class 20 (natural armour)Hit Points 304 (21d20 + 84)Speed 60 ft., fly 60 ft. (hover)STR14 (+2)DEX16 (+3)CON19 (+4)INT5 (-3)WIS13 (+1)CHA 23 (+6)Saving Throws Str +8, Con +10, Wis +7, Cha +12Damage Resistances ForceDamage Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks; PoisonCondition Immunities Blinded, Exhaustion, Grappled, Paralysed, Petrified, Poisoned, Prone, Restrained, UnconsciousSenses blindsight 120 ft., passive Perception 11Languages —Challenge 20 (25,000 XP) Proficiency Bonus +6Legendary Resistance (3/Day). If the catastrophe fails a saving throw, it can choose to succeed instead.Magic Resistance. The catastrophe has Advantage on saving throws against spells and other magical effects.Reality Fracture. When the catastrophe hits a creature with an Anomalous Touch attack, the catastrophe can force the creature to make a DC 20 Charisma saving throw. A creature can only be forced to make this saving throw once on each turn. On a failed save, the creature suffers one of the following effects of the catastrophe’s choice:‹ The creature disappears, reappearing at the start of its next turn in the same space it occupied if it’s unoccupied, or the nearest unoccupied space otherwise. From its perspective, no time has passed. If the creature was concentrating on a spell or other magical effect, that effect is suppressed until the creature returns, at which point it resumes as normal. Time spent suppressed in this way doesn’t count against the effect’s duration.‹ The creature is teleported up to 30 feet to an unoccupied space of the catastrophe’s choice that the catastrophe can see. The space must be on a surface or in a liquid that can support the creature without the creature having to squeeze.‹ The creature takes an extra 5 (1d10) Force damage and gains 1 Paradox Point*.ActionsMultiattack. The catastrophe makes two Anomalous Touch attacks.Anomalous Touch. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) Force damage.*See Paradox Points below.


Paradox Points Tabled4 Effect1Lagging Strikes. Until the end of your next turn, you can’t deal damage with attacks, spells, or other abilities. Instead, record the damage that you would have dealt to each target individually. At the end of that target’s next turn, it takes all the damage as Force damage, in a single instance.2Instant Rewind. Until the end of your next turn, whenever you succeed on an ability check, attack roll, or saving throw, you must reroll the roll with Disadvantage. Once you’ve rerolled a roll, this effect doesn’t cause you to reroll the same type of roll again.3 Temporal Dilation. You are affected by the Slowspell until the end of your next turn4Final Destination. Your mind is flooded with images of your future death. You take 14 (4d6) Psychic damage and are Frightened of all hostile creatures until the end of your next turn.Paradox PointsParadox Points are a new mechanic coming in Zaman’s Guide to the End of Time, measuring the instability of the flow of time. In the full release, these points can have a wide variety of beneficial or detrimental consequences for creatures who accumulate them. For now, track each creature’s individual Paradox Points; when a creature reaches 3 Paradox Points, roll a d4 and consult the table below to determine what happens. The effect is immediate, and the creature loses all Paradox Points after suffering it.Zaman


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: \"Zaman\", \"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.


Aleksa DrageljevicDune DwarvesIn ancient days, as other dwarves settled the mountains and hills, some peregrine clans journeyed to the most forlorn deserts of the world. There, under the scorching sun, they carved vast cities from sandstone and tunnelled deep beneath the earth. The desert moulded these dwarves until, after many generations, their manes burned bright with fire, and their eyes cried tears of sand. They are one with the desert, and woe to any who dare invade it—if they don't succumb to the heat, they certainly will to the dwarven soldiers hiding in the dunes.Jinn SymbiosisAs they wandered the desert in search of sanctuary, the would-be dune dwarves were guided by an entity they came to call the Spirit of the Sands, who recognised in the peculiar Humanoids a shared yearning for solitude and beauty. This enigmatic spirit taught the dwarves a vital secret for enduring the land’s unrelenting hardships: the art of harmonious communion with the jinn who called the sands home.To this day, dune dwarves uphold a sacred bond with the lesser jinn of the dunes, honouring them not as deities, but as tutelary spirits. The jinn provide warnings of imminent danger, shield the dwarves from raging sandstorms, and lead them to hidden treasures such as precious minerals or underground springs. In return, the dwarves offer what they can: their emotions. Under the light of the full moon, dwarven communities gather for catharsis, venting their fear, rage, and sorrow to \"feed\" the primal jinn, who manifest among the masses to soak in the powerful emotions. The practice is so revered that it is common to hear the phrase, \"save it for the jinn\" whenever a complaint is voiced or a child throws a tantrum. Altogether, this emotional bloodletting has made the dune dwarves a laconic people who seldom express their emotions.


Aleksa Drageljevicposure to elemental sandstorms and the raw, emotional energy of their guardian spirits has subtly shaped dune dwarves’ essence over the course of generations. Sages believe that enough time away from the influence of the jinn might restore a dune dwarf to its original physiology, but the dwarves seldom entertain such possibilities, celebrating their unique differences as quirks rather than blemishes. When creating a dune dwarf character, you can use the table below to determine your quirk. Dune Dwarf Quirks1 Sand is a spice to your tongue; you season all your food with it. 2 You cry tears of white sand.3 Your coughs are always as dry as a desert wind.4 Sand sterilises your most minor wounds. 5 You can sense underground water sources, down to a distance of 30 feet.6 When enraged, your hair and beard turn to (harmless) fire.TraitsAs a dune dwarf, you have the following traits: Suggested Ability Score Increase. Your Wisdom score increases by 1.Desertborn. Accustomed to blistering sands and scorching heat, you have Resistance to Fire damage. This trait replaces your Dwarven Resilience trait. Dunedelver. You have a Burrow Speed of 15 feet. This Speed is increased to 30 feet while burrowing through sand. You also ignore Difficult Terrain composed of sand, gravel, or other loose earthen ground. Emotional Bloodletting. Millennia of offering emotions to the jinn has ingrained in your people a supernatural ability to suppress emotions. While you are Charmed or Frightened, you can use an action to vent your emotions, ending the condition and gaining 1d10Temporary Hit Points. Once you use this action, you can’t use it again until you finish a Short or Long Rest.Festival of the Zenith SunWhile birthdays are recorded, and sometimes celebrated, the dune dwarves do not consider one to become a year older until after the Festival of the Zenith Sun. This society-wide birthday celebration—their most sacred holiday—falls on the summer solstice. Coloured sand is spread out across the streets in every shade of the sun, including red, orange, and pink. Vendors hawk desert mouse kebabs, spicy condor wings, and fermented cactus juice. At noon, the strong compete by climbing a sandstone obelisk, and the fastest is crowned \"the Sunbearer.\" As dusk falls, the dwarves toast to a new year and a new age, trading gifts and shooting fireworks into the sky. Elemental ExposureIt is said that dune dwarves are more elemental than they are mortal. All dwarves are creatures of the earth, but even millennia in the desert cannot fully explain such strange physical manifestations as manes of fire or tears of sand. These distinctive traits are the legacy of their long communion with the jinn. Constant ex-


Give 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 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: \"Zaman\", \"Kasbat Azzaman\", 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‹ 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.


Despite the name, falconers use many different birds of prey for as many reasons. Dune dwarves use swift kestrels to map out dangerous desert chasms in search of treasure. Goliaths in craggy hills tame massive vultures for ritual combat, emulating a legendary titan who is said to have kept a roc as her companion. Camelkin nomads use golden eagles to watch for wounded on their path, offering help and health—for a price, of course. No matter how exotic the bird, if it can hunt and fly, you can bet a falconer's first question will be “can I tame it?”Falconer RogueTrust is a rare luxury among rogues. Whether in the grime of a narrow alleyway or the vast stretches of a desert wasteland, assassins and scouts alike know that placing trust in another often invites nothing but disappointment and betrayal. Falconers defy this notion by learning to rely on their avian companions, who serve as steadfast partners in fight and flight. Hours of rigorous training transform these birds into fearsome hunters, every bit as deadly as their masters. Yet their greatest strength lies not in their razor-sharp claws, but in the unwavering bond between rogue and raptor. Together, they fly across the battlefield, delivering synchronised strikes with unparalleled grace and precision. It’s this effortless teamwork that makes them such coveted allies—or formidable foes—to any who cross their path.


Previous: Ognjen SporinRAPTORTiny Beast, UnalignedArmour Class 13 + half PB (rounded down)Hit Points 3 + three times your rogue level (the raptor has a number of Hit Dice [d4s] equal to your rogue level)Speed 10 ft., fly 30 + (PB x 5) ft.STR8 (-1)DEX16 (+3)CON10 (+0)INT 2 (-4)WIS14 (+2)CHA7 (-2)Skills Perception +2 plus PB, Stealth +3 plus PBSenses darkvision 60 ft. (Owl only), passive Perception 12 + PBLanguages —Challenge — Proficiency Bonus equals your bonusKeen Sight. The raptor has advantage on Wisdom (Perception) checks that rely on sight.Nimble Flight. Opportunity attacks made against the raptor have disadvantage.Shredding Skydive (Falcon Only). If the raptor moves at least 20 feet in a straight line immediately before hitting with a Talons attack, the attack deals 1d12 + PB piercing damage instead.Scent of Death (Condor Only). The raptor has advantage on attack rolls against creatures below half of their maximum hit points.ActionsTalons. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 + PB piercing damage.Silent Watcher (1/Day; Owl Only). The raptor gains blindsight out to a range of 30 feet for 1 minute.Bestial Connection3rd-Level Falconer FeatureA falconer’s bond with their raptor is forged in the fires of mutual respect and sacrifice. When your raptor takes damage that would reduce it to 0 hit points, you can use your reaction to grant it some of your life force. When you do, the raptor is reduced to 1hit point instead, and you take 1d6 necrotic damage, which can’t be reduced or prevented in any way. Once you use this reaction, you can’t do so again until you finish a short or long rest.In addition, this bond improves your ability to connect with other creatures of the natural world. You gain proficiency in the Animal Handling skill.FeaturesFeathered Accomplice3rd-Level Falconer FeatureYou gain the companionship of a fierce bird of prey, which becomes your steadfast partner. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Raptor stat block, which uses your proficiency bonus (PB) in several places. When you first gain your raptor, choose between the form of a Falcon, an Owl, or a Condor, which determines certain traits in its stat block. A bird may be of a different species, but it uses one of these three classifications for the purpose of its stat block (for example, an eagle could be considered a falcon).In combat, the raptor acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an action or bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the raptor can take any action of its choice, not just Dodge. In addition, you can use your Sneak Attack feature on attacks made by your raptor, ignoring the requirement for a finesse or ranged weapon as long as the attack fulfils the feature’s other requirements. This doesn’t allow you to use Sneak Attack more than once per turn. When you gain your raptor, you also create a token of your connection, which can take the form of a falconer’s glove or similar object. If your raptor is reduced to 0 hit points, it disappears into a cloud of dust or sand. You can perform a 1 hour ritual using your token, which can be done as part of a short or long rest, to resurrect the raptor with all of its hit points. If your token is lost or destroyed, you can create a new one over the course of a long rest.When you reach 6th level in this class, your raptor’s attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain an additional raptor, choosing one of the remaining classifications, at 9th level, and again at 13th level. You can only have one raptor summoned at a time—other raptors go into a pocket dimension contained within your token. You can perform a 1 hour ritual using your token, which can be done as part of a short or long rest, to switch your raptor with a different one inside your token.


Ognjen SporinFury of the Flock17th-Level Falconer FeatureYour coordination with your raptors is unmatched, allowing you to command your entire flock at once. As an action, you can summon all three raptors to your aid for 1 minute. Your raptors that weren’t already summoned appear in unoccupied spaces within 5 feet of you. While all three are summoned, you gain all benefits of the Apex Predator feature.As an action or bonus action on subsequent turns, you can issue mental commands to all your raptors at once, which can be the same or different commands for each. You choose the order in which your raptors act each round. After the minute elapses, two of your raptors return to your token. Once you use this feature, you can’t do so again until you finish a long rest.Eyes in the Sky9th-Level Falconer FeatureYour raptor acts as your eyes up above, surveying the land for hidden dangers and fleeing quarries. Your proficiency bonus is doubled for any Wisdom (Perception) checks your raptor makes. In addition, while your raptor is touching you, you can telepathically communicate images, emotions, or directions to each other.Synchronised Dogfight9th-Level Falconer FeatureIn a display of flawless teamwork, you and your raptor have learned to chain attacks together with ruthless efficiency. Once per turn, when an attack you make deals damage to a creature that your raptor damaged this turn, your attack deals extra damage equal to your Wisdom modifier (minimum of 1).Once per turn, when an attack your raptor makes deals damage to a creature that you damaged this turn, the creature must succeed on a Constitution saving throw or be blinded until the start of your next turn. The DC for this saving throw equals 8 + your proficiency bonus + your Wisdom modifier.Apex Predator13th-Level Falconer FeatureYou and your raptors have mastered specialised combat techniques, which you use to hunt down your foes. Depending on which type of raptor you have summoned, you gain one of the following benefits:‹ Weak Point (Falcon): Attack rolls made by you or your raptor score a critical hit on a roll of 19 or 20 on the d20.‹ Twilight Hunter (Owl): You and your raptor have advantage on attack rolls made against creatures in dim light or darkness.‹ Vigor From Death (Condor): Whenever you or your raptor reduce a Small or larger creature to 0 hit points, you each gain temporary hit points equal to your proficiency bonus plus your Wisdom modifier.


Give 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 red oniborne, karasu tengu, kitsune, and lion turtle worked great, but we found the isetsu’s Brittle Shell trait a little powerful in the very early game, particularly on backline supporting builds. 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 karasu tengu and saw they’re way too overpowered.Scan or Click to leave feedback!


Artist NameLegalAlright 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.


“Trust me, you do NOT want to know what goes into an embalmer's skin care routine. I can’t argue with the results, though.”— ZamanKeepers at the gates of death, embalmers use their magic to ferry spirits back and forth between the realms of the living and the departed. Unlike a necromancer who reanimates rotten flesh puppets and brittle bone marionettes, an embalmer offers a contract, letting a deceased soul taste the joys of the living for a short time in exchange for its service. Many embalmers even include a small offering of food, drink, or a trinket as part of the conjuring. These tokens of gratitude make embalmers (allegedly) far more popular in the lands of the deceased. Wizard: Order of EmbalmersEmbalmers take much from the realms beyond, and they give back by preparing others for this final journey. They’re often called upon to perform funerary rites, anoint the dead, and of course, prepare the bodies. They take immense pride in their craft—the most egotistic of them go as far as summoning the souls they helped pass on just to pester them with lengthy surveys about the quality of the linen wraps or the cadaver’s rate of decay. Sometimes, the poor mummies are even kept from their eternal rest until they provide glowing endorsements—buyer beware of numerous five-star reviews!


Runic Wraps6th-Level Order of Embalmers FeatureUsing the latest trends in arcane cloth wrapping, you can empower your summons to react in new ways when exposed to necromantic energy. When you would grant a creature Temporary Hit Points using your Are You My Mummy? feature, you can empower the creature with one of the following glyphs instead:Glyph of Decay. The mummified creature exudes a sickly, rotting aura for 1 minute or until you empower it with another glyph. For the duration, creatures that hit the mummified creature with a melee attack take Necrotic damage equal to 3 times the level of the spell that created the glyph. A creature that takes this damage can't regain Hit Points until the start of your next turn.Glyph of Despair. The mummified creature emits a low, droning wail of sorrow for 1 minute or until you empower it with another glyph. For the duration, any creature that starts its turn within 10 feet of the mummified creature or comes within 10 feet of it for the first time on a turn has its Speed reduced by 5 times the level of the spell that created the glyph until the start of its next turn.Glyph of Terror. When the mummified creature gains this glyph, each creature within a number of feet of the mummified creature equal to 5 times the spell's level must succeed on a Wisdom saving throw against your spell save DCor be Frightened of the mummified creature for 1 minute or until you empower the mummified creature with a different glyph. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.FeaturesBook of the Dead2nd-Level Order of Embalmers FeatureBy calling to denizens of the dead rather than the living, you’re able to summon a wider variety of creatures to your aid. Any spell that contains the word “Conjure” or “Summon” in its name and summons a creature with a stat block is considered a Wizard spell for you. The gold and time you must spend to copy one of these spells into your spellbook is halved. Are You My Mummy?2nd-Level Order of Embalmers FeatureThough not necessarily related to your biological mother, creatures you summon may manifest in the form of mummies. Whenever you summon a creature by casting a Wizard spell, you can choose to mummify it. Any creature you summon with a spell not normally on the Wizard spell list is always mummified. A mummified creature has its statistics changed in the following ways:‹ It’s Undead instead of its normal type.‹ It has Resistance to Necrotic damage.‹ It has Immunity to Poison damage and the Poisoned condition.‹ It has Vulnerability to Fire and Radiant damage.‹ Attacks it makes with natural weapons deal an extra 1d4 Necrotic damage. If a creature has no natural weapon attack, it gains one that deals Necrotic damage equal to 1d4 + its Constitution modifier on a hit. If a creature would normally be unable to attack, such as the one summoned by the Find Familiar spell, its mummified version can attack.‹ When it’s reduced to 0 Hit Points by any damage other than Fire or Radiant damage, it explodes into necrotic dust. Each creature within 5 feet of it when it explodes must make a Constitution saving throw against your spell save DC, taking 3d6 Necrotic damage on a failure, or half as much damage on a success.Additionally, immediately after you cast a Necromancy spell of 1st level or higher, you can choose one of your mummified creatures that is within 120 feet of you. That creature gains Temporary Hit Points equal to 5 times the spell’s level, which last for 1 minute.Previous: Ognjen Sporin


Master Embalmer14th-Level Order of Embalmers FeatureYou’ve perfected the formulas used in your craft, enhancing your mummified allies to a superior state of undeath. Mummified creatures you summon have Immunity to Necrotic damage, as well as the Charmed, Exhaustion, and Frightened conditions. Additionally, the extra Necrotic damage from their attacks increases to 3d4.When you would grant a mummified creature Temporary Hit Points or empower it with a glyph, you can choose to also extend the same benefits to the creature affected by your Rite of Mummification feature if it is within 120 feet of you. In addition, you can choose from the following additional glyphs to empower your mummies:Glyph of Withering. The mummified creature’s touch saps vitality for 1 minute or until you empower it with another glyph. For the duration, attacks made by the mummified creature reduce the target’s Hit Point maximum by an amount equal to the damage taken until the target finishes a Long Rest. In addition, the target has Disadvantage on all Strength-based attack rolls, ability checks, and saving throws until the end of the mummified creature’s next turn.Glyph of the Mirage. An uncanny illusion of yourself overlays the mummified creature for 1 minute or until you empower it with another glyph. For the duration, whenever you become the target of a spell, you can use your Reaction to have it target the mummified creature instead, so long as it’s within 120 feet of you. When the glyph ends, the spell ends on the creature as well.Preserved in Death10th-Level Order of Embalmers FeatureYou’ve learned to treat your own flesh and organs with embalming salts and salves, halting the slow decay of time and freeing yourself from bodily needs. You no longer need to eat, drink, or breathe, and don't visibly age. In addition, you remain dormant but aware instead of sleeping, and can finish a Long Rest in 4 hours instead of 8.Rite of Mummification10th-Level Order of Embalmers FeatureMixing your embalming techniques with a dash of transmutative magic allows a living creature to temporarily exist in the space between life and death. You can spend 10 minutes performing a special ritual on a willing, non-Undead creature of your choice. The creature must remain within 5 feet of you for the entire ritual, after which it appears covered in spectral bandages while the ritual’s benefits last, which it can make appear or disappear as a Bonus Action. The creature gains the following benefits until you finish a Long Rest, or until you use this ritual on a different creature:‹ It can choose to count as Undead instead of its normal type for the purposes of spells or other effects.‹ It has Resistance to Necrotic and Poison damage, and Advantage on saving throws made against the Poisoned condition.‹ If it’s reduced to 0 Hit Points by any damage other than Fire or Radiant damage, it rolls a Constitution saving throw with a DC equal to half of the damage taken. On a success, it drops to 1 Hit Point instead and loses the benefits of the ritual.


Give 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 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: \"Zaman\", \"Heliana\", 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‹ 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.


Souhaib ZekriMonkWay of the RiftwalkerRiftwalkers carve their way through life by opening portals—to roam the world, outwit their enemies, and escape the inescapable. Capricious though it may seem, the Way of the Riftwalker requires just as much commitment as any other tradition, and only those who crave freedom at any cost can truly embrace its esoteric mysteries. Yet that very wanderlust that fuels a riftwalker’s devotion so often festers into a disdain for the world's petty constraints, for the path they follow proves just how weak the threads holding existence together truly are. The riftwalker's tenets foment this scorn by dismissing the world's wonders as distractions and glorifying the lightless void through which these Monks tread. By the time they've mastered the art, riftwalkers no longer merely open portals—they tear rifts into the fabric of reality, indifferent to the wounds left in their wake. Some even open rifts just for another taste of the void. Monasteries devoted to the Way of the Riftwalker seldom stay in one place—or world—for long. A forgotten hideout in the remote wilds or the criminal underworld serves them just fine as a temporary sanctum, as these monks invest in a community rather than a location. There in the shadows, they serve as caravanserais for the wicked: fugitives looking for a way out and avengers in need of a way in. The life of a riftwalker isn't easy thanks to its transient nature—or perhaps because of the corruptive exposure to the void between worlds. You can roll on the following table to better flesh out your riftwalker Monk. d6 A Riftwalker's Life1 People come and go; you never form attachments and are frustrated when one happens by accident.2 To meditate, you continuously fall through a pair of linked portals. 3Your monastery is responsible for an emperor's assassination. Knightly orders seek whomever bears their tattoo.4 You've seen the best this world has to offer you; no natural beauty can amaze you anymore.5 Why bother cooking when you can steal someone's food from afar?6Your monastery \"visits\" you at the most inopportune times, demanding you prove your devotion through some fell deed.


Peregrine Hands11th-Level Way of the Riftwalker FeatureSo easy is it to rip open rifts that your hands can wander through the void for all manner of mischief. As an action, you can open a 1-foot-radius portal within an unoccupied space you can see within a number of feet of you equal to the bonus granted by your Unarmored Movement feature. As part of that action, you can reach through to manipulate objects or pull them through the portal. The portal closes at the end of your turn. Additionally, when you use your Deflect Missiles feature, you reduce the attack’s damage by an extra 1d10. Roundhouse Rift-Kick17th-Level Way of the Riftwalker FeatureIt is the responsibility of the enlightened to share their wisdom, and you can now share the lightless void with your enemies. When you use your Flurry of Blows and hit the same creature with both attacks, you can expend 1 Ki Point to open a portal in the target's space and a linked portal within an unoccupied space you can see within 30 feet of you. The target is pushed through the portal and appears in that space. The portal then disappears.Portal Strikes3rd-Level Way of the Riftwalker FeatureTo merely throw a fist is the enterprise of a lesser Monk… you know swifter avenues of attack. Whenever you take the Attack action, you can open small portals to strike at foes from a distance. When you do so, your reach with your Unarmed Strikes and monk weapons increases by a number of feet equal to the bonus granted by your Unarmored Movement feature.Riftwalking3rd-level Way of the Riftwalker FeatureThe walls of this world are too weak to withstand your power, and it is your right to circumvent—to defy—reality. You can use your ki to duplicate the effects of certain spells as you gain levels in this class, as shown on the table below. You can cast these spells by expending the indicated number of Ki Points, using Wisdom as your spellcasting ability.Monk Level Spell Ki Point Cost3rd Misty Step 111th Dimension Door 317th Teleport 5Itinerance6th-Level Way of the Riftwalker FeatureSeldom can a foe land a blow on you, for your quick reflexes allow you to tear open the fabric of space in order to redirect their attacks. You can use your Deflect Missiles feature when targeted by melee attacks. If the damage of a melee attack is reduced to 0 in this way, you can expend 1 Ki Point to intercept the attack with a portal, redirecting it towards a target you can see within a number of feet of you equal to the bonus granted by your Unarmored Movement feature. A floating portal opens within the target’s space and the attack targets it instead of you.


Give 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 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.


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