Race and Equality Efforts to part ability score bonuses from race in roleplaying games are not merely problematic for their divisiveness in the community. They also fail on a fundamental level to address the issue of personhood. As with some science fiction, there are ancient myths that invite us to ask “what if?” What if we encountered beings with profoundly different abilities and outlooks along with self-awareness and sapience? These myths typically predate the rise of universal human rights as a philosophical concept. That should not prevent us from considering the implications of one idea on the other. Removing those differences in ability avoids ethical questions without supporting any stance. It also degrades the fidelity of non-human races derived from older ideas. The essence of those imaginative concepts merits respect, as does the personhood of differently-abled beings. Imagine encountering extraterrestrials who, while operating in our environment, seemed clumsy and communicated poorly in our languages. Would it make sense to judge them as subhuman, or might we acknowledge a fundamental kinship and equality with these otherworldly klutzes? Eliminating ability score differences in non-human fantasy races is no direct challenge to human bigotry. Yet it perpetuates anthropocentric bias that might already be distorting our understanding of creatures like cetaceans and pachyderms. Any life beyond our world could very well challenge that faculty of understanding in much greater ways. Contemplating this possibility exposes the folly of linking personhood to any performance metric beyond the development of individual self-awareness. Thus I conclude that adventuring races need not be physically and mentally equal to humans to be equally valid as people. |
Using these Scrolls These documents are meant to be perused with a Hypertext Markup Language (HTML) browser. Like physical scrolls, they can be skimmed by reading up and down their length. Unlike physical scrolls, they contain links for instantly shifting attention to a specific target. Each begins with a table of contents connected to every major section of the document. Each scroll ends with an index featuring a much more extensive extensive list of internal links to specific topics. Each divider between sections facilitates navigation to the table of contents, the index, the previous section, and the following section. These methods provide direct access to every topic of deliberate focus. Most HTML browsers have their own features to enhance the reading experience. Scaling text to larger or smaller sizes can make reading more comfortable. CTRL-F or ⌘-F may make it possible to search for specific patterns of words or glyphs anywhere in the document. Keyboards offering HOME, END, PAGE UP, and PAGE DOWN keys can be useful for repositioning your view. Many browsers also offer a scroll bar and other features for viewing new portions of the text. Adapted for presentation with a wide range of modern devices, these scrolls each feature the content of a book in the format of a single continuous page, just like their ancient namesakes. |
ADVENTURING RACES | |||
Race | Appearance | Type | Size |
Bugbears | monstrous | goblinoid | medium* |
Cambions | exotic | medium | |
Dragonborn | monstrous | dragonborn | medium |
Dwarves | ordinary | dwarf | medium |
Elves | ordinary | fey | medium |
Firbolgs | changeable | fey & giant | medium* |
Gnomes | ordinary | fey | small |
Goblins | monstrous | goblinoid | small |
Goliaths | ordinary | giant | medium* |
Halflings | ordinary | halfling | small |
Half-Elves | ordinary | fey & human | medium |
Half-Orcs | monstrous | human & orc | medium |
Hobgoblins | monstrous | goblinoid | medium |
Humans | ordinary | human | medium |
Kobolds | monstrous | kobold | small |
Lizardfolk | monstrous | lizardfolk | medium |
Minotaurs | monstrous | monstrosity | medium* |
Nymphs | exotic | fey | medium |
Orcs | monstrous | orc | medium* |
Pixies | ordinary | fey | tiny |
Satyrs | medium | ||
Sprites | ordinary | fey | tiny |
Tieflings | monstrous | fiend | medium |
Tritons | exotic | triton | medium |
Typhonians | changeable | shapechanger | medium |
* lifts and carries as a large creature |
THE FIVESQUARE PANTHEON | ||
Deity | Alignment | Pact Invocation |
Apollo | CG | God of the Setting Sun |
Arawn | LE | God of Final Rewards |
Ares | CE | God of Untamed Violence |
Chih Sung-Tzu | N | God of Gentle Rain |
Chung Kuel | LG | God of Just Trials |
Dagda | N | God of Limitless Might |
Dionysus | CN | God of Drunken Revelry |
Geb | N | God of Solid Ground |
Hades | NE | God of Tranquil Death |
Hel | NE | Goddess of Cursed Afflictions |
Lei Kung | LE | God of Ferocious Squalls |
Loki | CE | God of Endless Disguises |
CN | God of Briny Depths | |
Ma Yuan | CE | God of Bloody Murder |
Odin | NG | God of the Final Battle |
Oghma | N | God of Accumulated Lore |
Osiris | LG | God of Noble Sacrifice |
Ptah | LN | God of Forged Marvels |
Ra | NG | God of the Rising Sun |
Set | LE | God of Darkest Night |
Shang-Ti | LN | |
Silvanus | N | God of Verdant Wilderness |
Thor | CG | God of Rolling Thunder |
Tyr | LG | God of Relentless Crusades |
Zeus | CG | God of the Heavenly Throne |
ADVENTURING CLASSES | |||
Martial | Magical | ||
† | Barbarians | ♪ | Bards |
♥ | Fighters | Clerics | |
∅ | Monks | ♣ | Druids |
∞ | Paladins | ≬ | Sorcerers |
✶ | Rangers | ★ | Warlocks |
♠ | Rogues | ∢ | Wizards |
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CHARACTERS Participating in the game involves directing (if not also portraying) one player character (PC). Playing a role is an essential part of this roleplaying game. Part of your character is a collection of abilities and statistics determining what actions you can take and how successful those efforts are. No less important is an inventory of tendencies and traits that shape the identity of your character. Both sets of information should be recorded together in a format easily referenced and modified during play. A “character sheet” with handwritten notes on a preprinted form or loose paper is one method of documentation, though not the only valid method of keeping this record. ADVANTAGE The d20 is heavily involved in determining the outcomes of uncertain events. When an ability check or attack has advantage, its result is determined by rolling 2d20 then using the most favorable number on a single d20. CLASS Accomplished heroes and villains accumulate extraordinary abilities. Living legends develop unique styles of fighting RACE Humanity is one of twenty-five adventuring races active in the world today. All human beings have the same potential abilities, while non-humans are significantly different in both body and mind. Every adventuring class is open to every adventuring race, but this does not mean the entire world is free from racism. Race should influence how a character views the world, and it often influences how others view that character. Non-human races tend to have their own established cultural norms. All are welcomed into the most inclusive societies, though individuals completely free of prejudice are extremely rare. ALIGNMENT This personal detail is evident to beings capable of visualizing magical auras. It is a rudimentary expression of each creature's dispositions in terms of chaos, evil, good, and law. Alignments do not restrict personal choice apart from effects like magical barriers or selective blessings. Alignment itself is the product of individual choices. Your Dungeonmaster (DM) should raise the issue if your character's behavior seems more consistent with a different alignment. Change can follow from an emphatic or persistent pattern of conduct incompatible with your present alignment. ABILITY SCORES Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma collectively quantify the personal attributes each individual can bring to bear on their own efforts and objectives. Ordinary people feature ability scores distributed along a classic bell curve defined by 3d6 prior to the application of racial adjustments. Adventurers are endowed by the Fivesquare Method with base ability scores ranging from 6-15. Progress in an adventuring class makes it possible to increase ability scores, though mortals are not normally able to surpass a score of 20 in any ability. SAVING THROWS These ability checks represent efforts to avoid or resist harmful effects. Most saving throws require no action, being performed automatically in response to danger. Each class bestows proficiency with a pair of saving throws, conveying substantial bonuses in cases where either of those two abilities are put to a defensive test. Some saving throws completely neutralize the triggering effect, while others only mitigate it through an adjustment such as damage reduction. HIT DICE Each character level conveys a greater ability to endure damage and recover from injury. Rolling a for additional hit points is the only random element involved in gaining a level. This is not so much an improved capacity to spill blood as it is a gift for converting vicious attacks into minor wounds and hopeless scenarios into temporary setbacks. Experience is an excellent teacher regarding matters of life and death. Resting adventurers are able to spend their hit dice to recover from the strains of battle, the elements, and other hazards. SKILLS Each class conveys proficiency in at least two Core Skills. Not only is this a substantial bonus to ability checks made with those skills, but some advanced applications of skills require proficiency. Accomplished bards, rangers, and rogues become exceptionally skilled adventurers. Skill checks are another form of ability check. Yet skills pair with ability scores as a function of each particular application. Utilizing skills generates opportunities for creativity. Share sensible suggestions for the use of your skills and abilities, then abide by the rulings of your DM. ATTACKS The most basic conflicts see creatures exchanging attacks until one is soundly defeated by the other. Attack rolls utilize the d20 to determine if an attack hits or misses. These rolls may be modified by an ability score, but attack rolls are not ability checks. An attack roll succeeds when it is equal to or greater than the Armor Class of its target. Successful attacks normally infict damage deducted from the hit points of their victim. The severity of that damage is determined by a seperate roll based on the particulars of the ability, spell, or weapon delivering the attack. ACTIONS Many of the ways characters leave their marks on the world and each other involve taking actions. Making a round of attacks and casting an ordinary spell are both common actions. Each action is a choice. Normally, all friends and foes on the scene complete their own actions before you can declare another. Yet the standard action is supplemented by a bonus action and a reaction. Bonus actions are relatively quick and simple efforts that can be completed in tandem with a standard action. Reactions are triggered by specific conditions, and they can only be performed in immediate response to a relevant event. |
DICE Uncertainty is another essential element of gameplay. The group requires a method of generating random numbers on demand. Calls for random numbers are expressed as multipliers of polyhedral dice (e.g. 3d6 indicates the sum of three random integers each ranging from 1-6.) The game resolves many situations with random numbers ranging from 1-4, 1-6, 1-8, 1-10, 1-12, 1-20, or 1-100. Groups should be ready to generate mutually acceptable results as dictated by d4, d6, d8, d10, d12, d20, and d100 (a.k.a. percentile dice) indicators in these scrolls. DISADVANTAGE The d20 is heavily involved in determining the outcomes of uncertain events. When an ability check or attack has disadvantage, its result is determined by rolling 2d20 then using the least favorable number on a single d20. LEVEL Fledgling adventurers distinguish themselves from non-adventuring folk on attaining first level in a class. Continued progress covers a span from ETHNICITY Despite the fact that every human being has the same range of potential abilities, large groups united by culture and language tend to promote some traits with greater emphasis than others. This creates ethnic reputations for prodigious abilities backed up by plenty of remarkable exemplars. Yet not all humans identify with a well-known ethnicity. Also, many non-humans identify with the prevailing ethnicity of the settlement where they reside. “Alien,” “blended,” “cosmopolitan,” “obscure,” and “primitive” are each acceptable alternatives to identifying with a single prominent human ethnic group. RELIGION There are twenty-five gods actively working miracles throughout the world today. Many adventurers seek guidance and support from a specific patron deity. It is normal for clerics and paladins to be members of holy orders devoted to an individual deity. Yet there are other spiritualities, such as polytheistic faiths or secular philosophies. “Atheist,” “faithless,” and “heretic” are all acceptable alternatives to identifying with a specific spiritual creed. The gods themselves always prefer to see harmony between an individual's religion and alignment. ABILITY CHECKS One common game mechanic modifies the result of a d20 based on one ability score. Those modifiers range from -4 (for a score of 3) to +5 (for a score of 20.) Ability checks may be contested so as to pit one creature against another. This resolves a direct clash of individual abilities. These checks may instead be attempts to achieve or surpass a predetermined difficulty class (DC). Success with those ability checks overcomes a challenging obstacle or the passive ability of another creature. ARMOR CLASS This is an abstract value that combines a creature's ability to block attacks with their ability to altogether avoid them. Characters often achieve a desirable Armor Class by wearing a protective suit or raising magical barriers. Barbarians, monks, and some extremely nimble characters forego these defenses in favor of fighting styles emphasizing personal mobility. HIT POINTS This is another abstract value that represents a creature's ability to withstand sources of physical harm. One punch or kick from an untrained adult of ordinary Strength inflicts a single hit point of damage. For the largest and simplest beasts, hit points may indicate such an abundance of flesh that slashing swords and soaring arrows inflict relatively minor traumas. Among accomplished adventurers, many hit points reflect an ability to dance on the proverbial knife edge, minimizing injuries until stressors accumulate to compel complete collapse. ITEMS Most adventurers make heavy use of equipment. It is important to note any possessions you want your character to carry and keep a tally of their total burden. How equipment is stowed or worn determines how readily it can be wielded in time of need. Adventurers normally have two hands. This is limits how many items can be wielded at once. When both hands are otherwise occupied; characters become unable to grab, grapple, or cast spells that are not entirely verbal. SPELLS In a world permeated by magic, most adventurers make extraordinary efforts to grasp the fundamentals of spellcasting. Only barbarians, fighters, and rogues are likely to show no interest in that pursuit. Even those classes see outliers incorporating some magic use. Every class has its own selection of spells, reflecting the specific arcane techniques and preparatory methods of their traditions. Each approach is unique, weaving different magical resources from the environment into effects ranging from gentle whispers to devastating explosions. TURNS Much of exploration, negotiation, research, and the like plays out through freeform conversation. Declare your intentions when they change in some relevant way, and allow your DM to adjudicate the sequence of events. In combat and some other situations, unstructured play gives way to turns taken in the round. Each participant plays through a turn, one after the other, until the round is complete and the cycle starts again. Players may comment or perform reactions during the turns of other creatures, though it is always wise to plan your future activities during this time. |
CON | CON | CON | CON | CON | CON | |
ABILITY SCORE ADJUSTMENTS | ||||||
Race | STR | DEX | CON | INT | WIS | CHA |
Bugbears | +2 | +1 | +1 | 0 | +1 | -2 |
Cambions | +1 | +1 | +1 | 0 | -2 | +2 |
Dragonborn | +2 | 0 | 0 | 0 | 0 | +1 |
Dwarves, Hill | +1 | 0 | +2 | 0 | +2 | -2 |
Dwarves, Mountain | +2 | +1 | +2 | 0 | 0 | -2 |
Elves, Drow | 0 | +2 | -2 | +1 | 0 | +2 |
Elves, High | 0 | +2 | -2 | +2 | 0 | +1 |
Elves, Wood | 0 | +2 | -2 | +1 | +2 | 0 |
Firbolgs | +2 | -2 | +1 | 0 | +2 | 0 |
Gnomes, Rock | -2 | +2 | +1 | +2 | 0 | 0 |
Gnomes, Forest | -2 | +2 | 0 | +2 | +1 | 0 |
Goblins | 0 | +2 | +1 | 0 | -2 | 0 |
Goliaths | +2 | 0 | +2 | 0 | +1 | -2 |
Halflings, Lightfoot | -2 | +2 | 0 | 0 | +1 | +2 |
Halflings, Stout | -2 | +2 | +2 | 0 | +1 | 0 |
Half-Elves | 0 | +2 | -1 | +1 | +1 | +1 |
Race | STR | DEX | CON | INT | WIS | CHA |
Half-Orcs | +2 | +1 | +1 | -1 | +1 | 0 |
Hobgoblins | 0 | 0 | +2 | +1 | 0 | 0 |
Humans | +1 to any two abilities | |||||
Kobolds | -2 | +2 | 0 | 0 | 0 | +1 |
Lizardfolk | +1 | 0 | +2 | 0 | +2 | -2 |
Minotaurs | +2 | -2 | +2 | +1 | 0 | 0 |
Nymphs | -2 | +2 | 0 | +1 | 0 | +2 |
Orcs | +2 | 0 | +2 | -2 | +1 | 0 |
Pixies | -4 | +2 | -4 | 0 | -2 | +1 |
Satyrs | +1 | +2 | 0 | 0 | -2 | +2 |
Sprites | -4 | +2 | -4 | +1 | 0 | -2 |
Tieflings | 0 | +2 | +1 | 0 | -2 | +2 |
Tritons | +1 | 0 | +1 | 0 | 0 | +1 |
Typhonians, Canine | +2 | +1 | 0 | 0 | 0 | -2 |
Typhonians, Cathartine | -2 | +1 | 0 | 0 | +2 | 0 |
Typhonians, Leonine | +1 | +1 | 0 | -2 | 0 | +1 |
Race | STR | DEX | CON | INT | WIS | CHA |
LANGUAGE GROUPS | ||
Group | Languages | |
Desert Speech | Iskreshi, Serpian, Wabahar | |
Elvish | Drow, Greenfey, High Elven | |
Fell Speech | Bugbear, Goblin, Hobgoblin | |
Forester | Albionish, Carmatian, Sylvanian | |
Gruntwise | Ogrish, Orcish, Troll | |
Heartlander | Gallorian, Helvetican, Truscan | |
Jade Tongues | ||
Low Speech | Fitch, Joryani, Maniac | |
Mountain Speech | Cyclopian, Dwarven, Giant | |
Darrestygian, Norish, Lachlandic | ||
Oceanic | Merfolk, Sahuagin, Triton | |
Southlandish | Kohaddic, Melange, Zintu |
The Fivesquare Method
The gods consistently grant twenty-five sparks of potential greatness to every person capable of performing historic deeds. These gifts endow fledgeling campaigners with impressive capabilities while preserving room for future personal growth. Determine the six starting ability scores of new characters by allocating Beginning play with an ability score above 15 requires a racial bonus
EXAMPLE ABILITY SCORE ARRAYS |
The value of each ability score is associated with a bonus or penalty. This crucial modifier is the primary way ability scores influence play. Attack rolls, damage dice, saving throws, and skill checks are often adjusted by at least one ability score modifier. Specific ability score modifiers are also used to calculate Armor Class and hit points – two values vital to the survival of any adventurer. Ability scores are a core part of each character's identity. Ability score modifiers are a core part of each character's record. Easy recall of these six small values is a step on the path to fluent play. Be sure to prominently note each ability score modifier on your character sheet. Also, do not neglect any applicable edits elsewhere when a permanent change alters both an ability score and its associated modifier. |
Collaborative Storytelling The shared experience of a roleplaying game is most satisfying when every participant contributes to the unfolding story. Even players using pregenerated characters must make choices based on the perspectives of those characters. Players producing their own personal characters can make many meaningful choices before the first dice hit the table. This process informs how each player's character initially relates to other party members and the world at large. Coordinate this personal creativity with the DM as well as the rest of your party if possible. Other members of the team should at least be able to tolerate your individual goals. Unless the plan is for the party to meet as strangers at the outset of their adventures, make efforts to establish connections between your character and other player characters. Do as much as you like to develop the ancestry and backstory of your character, but obtain DM approval before establishing any narratives meant to bestow benefits. For example, there are few campaigns where a character with noble blood would pose a problem. Yet using that heritage to claim a huge personal treasury could create an unsatisfying imbalance (while also introducing credibility issues for a defender/owner lacking the abilities and accomplishments of a seasoned adventurer.) Compatibility is crucial. Do not attempt to play a character subject to DM disapproval. Tread lightly and maintain amicable player-to-player communication when dealing with any sort of hostility between player characters. |
Party Composition Nearly all the greatest acts of heroism or villainy were completed with considerable assistance. Keeping a group together across the span of an epic campaign is always challenging. Those odds improve with a mix of characters suited to the ensemble playing that group. Try to generate a character you will enjoy inhabiting both in collaborative storytelling and tactical gameplay. Dwell on anything you find amusing or inspiring about your character. This eases the way to flaunting those qualities in the midst of narrative or action. Share and accept recommendations as you like while talking with your group. Even the least aggressive player characters can make valuable contributions through plans to support or trigger allies' actions. Robust collaborations make parties more cohesive and more effective. |
CLASSES OF ADVENTURERS | |||||||||
Class | Hit Dice | Proficient Armors | Shield | Cantrips | Peak Spell | Spellcasting Ability | Saving Throw Proficiencies | Core Skill Proficiencies | |
† | Barbarians | d12 | medium | yes | no | 4th | Wisdom | Constitution & Strength | Athletics & Survival |
♪ | Bards | light | no | yes | 5th | Charisma | Charisma & Dexterity | Arcana, History, Performance, & Persuasion | |
✠ | Clerics | d8 | medium | yes | yes | 9th | Wisdom | Charisma & Wisdom | Medicine & Religion |
♣ | Druids | d8 | nonmetallic | yes | 9th | Wisdom | Constitution & Wisdom | Medicine & Nature | |
♥ | Fighters | d10 | heavy | yes | no | 4th | Intelligence | Constitution & Strength | |
∅ | Monks | d8 | silk | no | no | 5th | Wisdom | Dexterity & Strength | Acrobatics, Medicine, & Nature |
∞ | Paladins | d10 | heavy | yes | no | 5th | Wisdom | Charisma & Wisdom | History, Intimidation, & Religion |
✶ | Rangers | medium | yes | no | 5th | Wisdom | Dexterity & Strength | Animal Handling, Athletics, & Survival | |
♠ | Rogues | d8 | light | no | no | 4th | Intelligence | Dexterity & Intelligence | Deception, Sleight-of-Hand, & Stealth |
≬ | Sorcerers | d6 | none | no | yes | 9th | Charisma | Charisma & Constitution | Arcana & Intimidation |
★ | Warlocks | d8 | light | no | yes | 9th | Charisma | Charisma & Wisdom | |
∢ | Wizards | d6 | none | no | yes | 9th | Intelligence | Intelligence & Wisdom | Arcana & History |
Faded text indicates variations determined by subclass. |
Connecting to Your Character You need not construct a character in your own image. Many players have great fun taking on roles "against type" – exploring the possibilities of a personality profoundly unlike their own. Hopefully every player is less accustomed to peril and violence than the average adventurer. Even so, it is important to sympathize on some level with your character. Be they fey or fiend, good or evil, tiny or towering; human and non-human adventurers are all people. Every person has individual ambitions, beliefs, desires, fears, habits, hopes, preferences, qualms, relationships, styles, and tastes. Some of this individuality will emerge from gameplay as you make choices for your adventurer. More can be infused through colorful embellishments, adding a distinctive signature to heroic or villainous deeds. It is easier to breathe life into any persona you play when you are mindful of that character's personhood. |
Character Completion Checklist
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Making Advances Your DM will inform you when the moment is right to claim another level for your character. Respect the time everyone is able to share with the group as you document these changes. Reach out to consider the preferences of other party members and express your own thoughts about their choices if your group handles this process between gatherings. Plan ahead with tentative selections to cut down on the need for individual research if your group remains in session during the process of gaining a level. Whichever approach your group favors, rolls to increase maximum hit points should take place during a gathering. Assistance, luck, and magic are all unable to grant rerolls here. These crucial yet random outcomes become permanent parts of each character's capacity to survive damage. Poor results can reduce the maximum hit points of characters with a Constitution score of 7 or lower. Some excellent rolls indicate adroit assimilation of lessons from the recent past, while others follow from cultivation of great personal resilience during struggles to survive severe perils. |
Tiers of Power | |||
Power Tier | Character Level | Experience Points | Proficiency Bonus |
I | 1st | 0 | +2 |
2nd | 300 | +2 | |
II | 3rd | 900 | +2 |
4th | 2,500 | +2 | |
III | 5th | 5,700 | +3 |
6th | 12,500 | +3 | |
IV | 7th | 21,000 | +3 |
8th | 32,000 | +3 | |
V | 9th | 45,000 | +4 |
10th | 61,000 | +4 | |
VI | 11th | 80,000 | +4 |
12th | 105,000 | +4 | |
VII | 13th | 135,000 | +5 |
14th | 170,000 | +5 | |
VIII | 15th | 210,000 | +5 |
16th | 260,000 | +5 | |
IX | 17th | 320,000 | +6 |
18th | 390,000 | +6 | |
19th | 470,000 | +6 | |
20th | 560,000 | +6 |
Charting Your Progress Preparing to play at a higher level requires some effort. At the least, the record of your character should reflect increased level and current maximum hit points along with any new class features and spells. A higher proficiency bonus will increment many other values. An increased ability score modifier also calls for the recalculation of related bonuses. Reckoning these sums is elementary, but adjustments can easily be overlooked for characters with many interrelated capabilities. Updating your character is also an opportunity to go beyond statistics. Contemplate the personal growth prompted by these experiences. Perhaps progress satisfies an old ambition of your adventurer or gives rise to a new goal. Reflect on recent accomplishments responsible for this advancement. Use notes to memorialize truly remarkable deeds and document any changes in personality. Help the future of your character become better-informed by the history of your play. |
Playing a Multiclass Character Rather than pursue the most potent powers possible, some adventurers divide their personal progress among two or more classes. Refer to the section on multiclassing for the complete details of this process. Adventurers active in multiple classes generally possess a broad mix of proficiencies and skills. They view the world from at least two profoundly different perspectives, cultivating a unique blend of abilities and attitudes. Yet this approach ensures they cannot attain the most elite endowments associated with any of their classes. Multiclass spellcasters often find themselves limited to low-level spells – using advanced techniques to intensify relatively simple arcane effects. These individuals can be every bit as formidable as more focused peers thanks to synergies between the abilities of different classes. Ultimately the fame or infamy of any adventurer is a function of personal achievements (and subsequent storytelling.) The difference between slaying a troll with Burning Hands or Meteor Swarm has as much to do with the particulars of that troll as the spectacle of deadly fire. All the same, multiclass characters often struggle to win the respect of peers focused on a single class. |
Concluding a Campaign Retirement takes many forms for survivors of chronic peril. Some high level adventurers settle into a personal stronghold, staying sharp while serving as an inspiration and mentor to many followers. Others are more concerned with pleasure than power. These adventurers may take their ease at apartments within a secure palace complex or at some isolated haven known to few outsiders. As the end of your campaign approaches, take reasonable steps to prepare for the occasion. If you have already made strong efforts to lay the groundwork, it will be easier for your DM to provide a satisfying resolution to your character's personal story. |
Playing a Role Players and characters relate in remarkable ways. Fictional characters do not exist, nor does the entire world of any fantasy realm. Players do exist, and their lives are entangled with our real world. Playing a role is way of building a bridge between an imaginary world and reality. Profoundly different approaches to the effort can produce excellent contributions to a shared narrative. Yet all require respect for the identity and personality of a character. Thus it is important that identity and personality should be well-defined before play begins. A coherent character concept serves as a foundation supporting additional creativity. Understanding a character's self-concept and personal ambitions shines light on more satisfying choices. Beyond that, it provides heart. This core of understanding makes it possible to empathize with the plights of other characters, energize dialogue with intensity, and flavor portrayals with individual idiosyncracies. The most engaging epics feature remarkable character development intertwined with adventurers' advancing capabilities and reputations. |
Metaphysics Unlike most other inhabited worlds, Theatron was already home to many millions of intelligent beings before the arrival of the first gods. People here struggled to find hope amidst seemingly endless violence between dragons and elves. After human scholars learned about other worlds, a great rush of spirituality prompted a spree of divine interventions. All Archfey were abruptly captured and confined inside the Moon. New faiths flourished everywhere mortals managed to do likewise. This attracted all sorts of deities eager to cultivate their own followings. The Great Consolidation was more than a victory against the last opposition to the Fivesquare Pantheon. It was a complete reconfiguration of spiritual processes throughout this plane of existence. The souls of the deceased are now distributed among five Death Gods. Prayers and miracles now flow through localized channels featuring enhanced discretion and efficiency. Yet this structure was built atop an ancient foundation reaching out to all known Outer Planes. Thus modern religions derive clarity and zeal from the clashes of believers with traditional alignment contrasts. |
The Unaligned Unaligned creatures differ from characters in crucial ways. Their actions are not altered by any of their own moral or ethical concerns. They often lack any real intelligence – driven by animal instincts or serving as appendages of a collective mind. Individual elements of many swarms lack any alignment. Constructs bound to patterns of programmed behavior are also unaligned. Even if controlled |
Neutrality Neutral alignments are ambiguous indicators. Some reflect the belief it is important to blend good with evil For example, Agents of Equilibrium teach it is vital to restrain any sort of totalitarian perspective. Practitioners may deliberately do something evil to offset the consequences of extensive heroism. They would likewise feel pressure to perform good acts to balance out a streak of sustained villainy. Perpetual Students are also fully neutral despite harboring no strong beliefs about balance. For them, nothing matters more than the preservation, sharing, and study of credible literature. Long service to a figure or institution driven by some unrelated moral agenda poses no problem so long as their personal efforts remain focused on perusing and preserving documents. The reasoning behind moral decisions is especially important for some neutral characters. Those concerned with balance can be led astray by behaviors or relationships that would not compromise characters with other priorities. Yet neutral characters indifferent to alignment still may have coherent moral codes unrelated to chaos, evil, good, or law. All spiritual spellcasters derive their power from a continued commitment to some sort of belief system. Other sorts of neutral characters are free to exploit this ambiguity. So long as they do not emphatically embrace the values of any polar alignment, it does no harm to take indifferent neutrality at face value. |
Adventuring Races by Alignment Tendencies | ||||||
E V I L | L A W F U L | G O O D | ||||
Minotaurs | Typhonians | Goliaths | Gnomes | Sprites | ||
Hobgoblins | Tieflings | Dwarves | Dragonborn | Tritons | ||
Goblins | Kobolds | Lizardfolk | Halflings | Humans | ||
Bugbears | Cambions | Satyrs | Nymphs | Firbolgs | ||
Orcs | Half-Orcs | Pixies | Half-Elves | Elves | ||
C H A O T I C | ||||||
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⇥LAWFUL EVIL⇤ These beings are generally loyal to a hierarchy greater than themselves. Their order might be hostile to mainstream society, including legal authorities. Yet it will demand insiders comply with its own code of conduct. This tends to require silence in some circumstances. Criminal gangs and other secret societies often make extreme rules about discretion. Where a lawful evil regime publicly prevails, open expressions of allegiance are common and occasionally mandatory. Yet some topics of discussion may be outlawed, and all forms of disloyalty tend to be treated as serious crimes. Lawful evil authorities are especially uncompromising in matters of enforcement and punishment. Lawful evil adventurers are not necessarily bound to a villainous destiny. Embattled regimes may rely on lawful evil agents to maintain discipline while fending off destructive threats. Lawful evil combatants rarely show mercy or otherwise hesitate to press any advantage. Paired with military victory, this conduct can be characterized as downright heroic. Lawful evil people are naturally drawn to bureaucratic work. Some prove well-suited to their roles when enforcing aristocratic monopolies or facilitating persecution of local minorities. Trade organizations may improve their profits by employing lawful evil experts to craft contracts loaded with exploitative obligations. Deities: Arawn, Lei Kung, Set Entities: devils, blue dragons, green dragons, efreet, manticores, rakshasas Philosophies: Eyes of the Storm, Lieweavers, Rites of the Medium, Solicitous Drafters ⇥LAWFUL NEUTRAL⇤ These folks are often uncomfortable at any suggestion of participating in criminal activity. Many affiliate exclusively with institutions long known for impeccable integrity. Lawful neutral individuals rarely have any trouble complying with the rules of groups they join as well as statutes applicable on the ground where they stand. They often function as regulators among their associates, restraining unruly companions while scrupulously respecting appropriate protocols. Most lawful neutral beings favor clean homes where all objects and supplies are kept in appropriate places. They also schedule their activities in advance when possible while maintaining personal hygiene and clean attire when practical. Many lawful neutral adventurers serve powerful organizations as field operatives. Supporting a rightful ruler or enforcing legal contracts conveys enough moral authority to motivate a long campaign. Lawful neutral leaders are often perfectionists. Their regimes are sometimes heavy on rulemaking without any clear purpose beyond extending social control. Lawful neutral officials can be usefully exacting. Performing precise procedures is both satisfying to them and a source of reliable results for superiors. Such authorities can seem impersonal as they strive to be neither too cruel nor too kind. Their duty to a superior or an oath almost always takes priority over individual feelings while a matter is being adjudicated or resolved. Deities: Ptah, Shang-Ti Entities: modrons, sphinxes Philosophies: Fatesmiths, Social Praxis, Upstanding Counselors ⇥LAWFUL GOOD⇤ The Age of Heroes saw all paladins adhering to this alignment. This association with archetypical heroism lives on through a blend of respect for legitimate authorities with compassion for people in need. Lawful good individuals will be eager to comply with guards and criminal investigators unless the authorities at issue are clearly corrupt. Whatever their role in life, these people endeavor to set positive examples by making fair and just decisions. Most will be quick to sacrifice goods and time when their community is in crisis. Though wealthy people typically practice public charity in some form, lawful good benefactors tend to focus on gifts that are less about prestige than effective relief for persons in need. Lawful good folks are by nature at least a wee bit heroic. This shows in ordinary moments like helping a lost child get back home or pausing a journey to mend a stranger's broken horsecart. Lawful good adventurers are often quick to take up more harrowing challenges. In places where there is endless talk of duty and honor, these heroes back their talk with deeds both valiant and true. Many rulers try to cultivate a reputation for being lawful good. This is less difficult for those authentically so. Such leaders may partake of the perks of position, but their greatest efforts will be dedicated to sheltering and enriching their people as a whole. Lawful good officials have deep respect for tradition, but they endeavor to be fair within the letter of the rules. Deities: Chung Kuel, Osiris, Tyr Entities: angels, couatl, bronze dragons, gold dragons, silver dragons, unicorns Philosophies: Bushido Blades, Kind Cultivationists, Just Lawgivers, Scalpels of the Law ⇥NEUTRAL GOOD⇤ These individuals make their own determinations about following or breaking rules. Their aims are almost always advantageous to everyone involved. Neutral good folks are generally helpful even if not driven by any particular institution or regime. Yet they appreciate the value of affiliations, and they recognize the harmful impacts of social disruption. Thus neutral good people often maintain a broad perspective on the needs of the group and the needs of the individual while acting to make life better for others. Most neutral good people are reluctant to engage in criminal activity, yet they will make exceptions in cases like sheltering victims of persecution or smuggling to bypass extortionate tax collectors. Neutral good adventurers are typically heroes even if their deeds are condemned by authorities. In most cases those deeds will be celebrated if not also well-rewarded, having benefitted some community or cause. Neutral good organizations are often broadly inclusive as well as robustly charitable. Genuine commitments to the security and support of others can popularize individuals as well as groups of this alignment. Neutral good rulers often delegate with an eye toward selective enforcement. An organized faction of like-minded followers can achieve discipline without being much burdened by it. Neutral good officials exercising their own discretion simultaneously promote order and public morale. Deities: Odin, Ra Entities: lamassus Philosophies: Idea Illuminators, Selfless Benefactors, Warseekers ⇥NEUTRAL (balanced)⇤ These beings are uncomfortable around most forms of extremism. They take satisfaction from relative equality between opposing forces. Some regard good as most meaningful when it has evil to overcome and law as most useful when it has chaos to organize. Many believe the relationships between competing ideals are much like the natural harmonies that sustain predators and prey. Others hold the view that any form of totalitarianism is more problematic than the worst tragedies to transpire in a community enriched by diverse perspectives. This approach to neutrality sees individuals avoiding lengthy service to any sort of leadership pointedly promoting a different alignment. Neutral adventurers valuing balance often view the world from an ecological perspective. Most abhor genocides and extinctions, and they may go to great lengths to protect rare creatures. Yet few are reluctant to kill in order to preserve a natural treasure or perpetuate a stable deadlock between powerful antagonists. Neutral organizations concerned with balance are also often focused on nature. Druids throughout the Age of Heroes insisted every aspirant adopt these beliefs. They do not forbid the growth of towns and cities, but they require harmonious blending of farmlands with wilderness and pavement with parkland. Authorities embracing this form of neutrality excel at managing forests and fisheries. Deities: Dagda, Silvanus Entities: dryads, naiads, oreades Philosophies: Agents of Equilibrium, Animism, Nature Worship |
⇥CHAOTIC GOOD⇤ This alignment is especially common where low population density makes general helpfulness a fine pairing with rugged independence. Chaotic good individuals feel satisfaction when others grow and thrive around them. Yet they are also reluctant to support or lead any group that is emphatically strict. Often they see it as wise to let others follow their own path, only intervening where invited. Chaotic good people tend to abhor violence for its own sake, but they may delight in mischief for its own sake. They see challenges to any rigid order as opportunities to relax problematic inflexibility. Chaotic good beings seek unity in a shared purpose more than the literal contracts or creeds of any cause that commands their loyalty. Chaotic good adventurers are driven by a personal sense of justice that is not bound to any social context. They can be wary of authorities and receptive to criminals. Some even become outlaws, though an absence of malice typically sees them working against abusive authorities for the benefit of the downtrodden. Chaotic good rulers can be especially free-spirited and egalitarian, happy to muddle lines between high society and common folk. Some tolerate a wide range of unorthodox views, including religious heresies or even criticism of their own policies. Openness causes them to favor engaging with challenging ideas rather than engaging in acts of suppression. Deities: Apollo, Thor, Zeus Entities: cyclopes, brass dragons, bronze dragons, djinn, pegasi, treants Philosophies: Destiny Lords, Merry Hoodlums, Opportunity Knockers, Sagittarian Way ⇥CHAOTIC NEUTRAL⇤ These people live by their own rules, and those rules remain subject to change. New experiences and new ideas provide them with satisfaction that cannot be found in familiar routines. Chaotic neutral people sometimes seem unaware of expected decorum. They are usually indifferent to it. They may deliberately perform shocking provocations to explore and expand social boundaries. Most are content to move along whenever their antics become unwelcome. Any taboos they respect tend to be narrow Chaotic neutral adventurers can be found in almost any situation. Those with long careers seldom remain dedicated to a single organization or goal. Mercenary work and the shipping trade pair well with this degree of moral flexibility. Privateers and warbands fluidly transitioning between helpful endeavors and predatory actions may refect this sort of leadership. Chaotic neutral rulers do not make harming others a high priority, but sparing them from harm is likewise not a major consideration. Their military actions tend be strategically opportunistic. Their stewardship often involves lavish support for the arts along with spectacular public festivals. Chaotic neutral officials may be prone to neglect or vulnerable to bribery. Deities: Dionysus, Mannanan Mac Lir Entities: marids, slaadi Philosophies: Blushing Fools, Tidal Movers, Wild Maelstroms ⇥CHAOTIC EVIL⇤ Inclined to respect no authority above their own, chaotic evil creatures refuse to be bound by either edict or empathy. Some engage in violent victimization for no purpose beyond exercising their combat skills. Even in economic and social arenas, chaotic evil people rarely differentiate between the ethics and the effectiveness of various tactics. Some see conformity and kindness as weaknesses to be exploited. Almost nothing is off limits if it serves to secure their well-being or advance their ambitions. These tendencies leave them uncomfortable when subjected to discipline and unreliable when trusted with treasures. Chaotic evil individuals rarely take major risks in service to any principle or the protection of strangers. Thus chaotic evil adventurers are almost uniformly villainous. Those known for helpful deeds likely seek fame and fortune as the means to hatch a truly sinister scheme. Chaotic evil organizations are turbulent by nature, with messy power struggles ongoing more often than not. Outlaws of this alignment tend to operate alone or form temporary gangs for specific endeavors. Chaotic evil rulers routinely employ underlings of varied alignments. Systematic governance falters where everyone is reluctant to follow orders. Chaotic evil policies are often meant to deprive workers of the resources and time to pursue self-improvement. These regimes may limit their own growth to thwart the rise of viable opposition from within. Deities: Ares, Loki, Ma Yuan Entities: demons, black dragons, red dragons, lamias, perytons, will-o'-wisps Philosophies: Gnarly Waveriders, Monstrous Reavers, Sovereign Renegades, Unbreakable Pack ⇥NEUTRAL EVIL⇤ These individuals neither require nor resist strong leadership. They advance their own security and wealth through whatever means their abilities and circumstances can sustain. For the least fortunate this may mean living rough while raiding settlements. Yet neutral evil people are not necessarily outcasts. Some have grown ruthless building up an economic or political legacy. Some are employed in notoriously brutal military units. Some have been tasked with inflicting so many cruelties they have become cruel by nature. Neutral evil beings can be quick to steal or kill when doing so entails more personal benefit than personal risk. Any altruism they exhibit is likely a means to some other end. Neutral evil adventurers rarely manage long careers without developing reputations for villainy. Some boast of particularly impressive kills while others prefer to speak in terms of quantity. Most believe it is more useful to be feared than to be loved. Even neutral evil people who are not personally violent probably rely on trained personnel for security. Many neutral evil organizations make a point to employ large numbers of guards at compounds where outsiders are unwelcome. Neutral evil rulers may exploit their people so aggressively that the regime itself begins to crumble. Underlings of similar alignment will expect privileges in exchange for loyalty. Neutral evil officials are dependable only when well-compensated for their efforts. Deities: Hades, Hel Entities: barghests, behirs, dao, dopplegangers, hags, salamanders Philosophies: Face Painters, Grim Gallants, Vicious Malefactors ⇥NEUTRAL (indifferent)⇤ Anyone with self-awareness and language skills inevitably harbors some sort of values. Indifferent neutrality is not an absence of character or personality. It is a set of beliefs focused on a some priority outside the traditional matrix of alignments. These beings place little stock in ordinary moral and ethical perspectives. They are not troubled by extreme views, and they freely associate with all other alignments. From the basic notions of respect for family and community to elaborate bodies of technical lore, there is a purpose-driven dimension to their personal morality. Spiritual spellcasters depend on a sincere commitment to a specific body of deeply meaningful teachings. Other adventurers adhering to indifferent neutrality need not practice any religion or philosophy. Their worldview could even be incoherent, unclear, or undergoing change. No person is truly a blank slate, but some of these people are highly receptive to clear moral direction from evangelists and other zealouts. Neutral indifference may instead indicate a reluctance to take part in any such advocacy. This means blending in and being agreeable in all situations rather than holding fast to any particular position. Leaders practicing indifferent neutrality typically supervise an enclave dedicated to research or industry. Some indifferently neutral officials perform their duties without much thought for the broader consequences of those efforts. Deities: Chih Sung-Tzu, Geb, Oghma Entities: elder tempests, invisible stalkers, leviathans, phoenixes, water wierds, wyverns, xorn, zaratans Philosophies: Maidens of the Grail, Mudminders, Perpetual Students |
Alignment and Faith Deities derive no satisfaction from prayers that are out of alignment with preferred moral teachings. Even spellcasting philosophers never known to call upon any god still rely on a form of spiritual power. This power falters if not sustained by authentic belief. Clerics and paladins can only make use of related Channel Divinity, Destroy Undead, Divine Conversation, Divine Intervention, Divine Smite, Lay on Hands, Spellcasting, and Turn Undead features while aligned with and true to their empowering faith or creed. Layfolk Spellcasting is likewise suspended for individuals who have strayed from the alignment of their heavenly patron. Restoration of lost spiritual magic requires extreme atonement for acting against heartfelt beliefs. Alternatively, a practitioner may attempt to connect with a new inspiration. Either path demands a strong and sincere commitment to a body of ideals. The gods and their angelic intermediaries are infallible judges of faith. Spiritual spellcasters and ordinary worshippers alike strive to personify the ideals of their divine patron. Even so, daring adventurers are likely to encounter crises of faith, especially when their exploits demand difficult moral decisions. |
Deities by Alignments | ||||||
E V I L | L A W F U L | G O O D | ||||
Arawn | Set | Shang-Ti | Osiris | Chung Kuel | ||
Lei Kung | Oghma | Ptah | Chih Sung-Tzu | Tyr | ||
Hel | Hades | Dagda | Ra | Odin | ||
Loki | Silvanus | Dionysus | Geb | Thor | ||
Ma Yuan | Ares | Mannanan Mac Lir | Apollo | Zeus | ||
C H A O T I C | ||||||
Clerical Domains Deities of the Fivesquare Pantheon grant power to clerics practicing the Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, and War domains. Most philosophies and all holy orders focus on a coherent body of sophisticated teachings. Their clerics are inspired to embrace a specific domain. To do otherwise would be heresy. Some spellcasting philosophies along with all all functioning polytheisms feature lore and traditions so diverse that clerics of any domain may be empowered by those beliefs. Participation in a holy order imposes a specific code of behavior and commitment to service. Such priesthoods do not hesitate to worship one divine patron above all other deities, often doing so with intense fervor. Yet even spellcasting polytheists channel spiritual power from a single patron god. Polytheists and philosophers are not obligated to venerate the applicable patron deity, but they remain bound to hold the same alignment while cultivating personal virtues associated with that patron. Spiritual magic is only as reliable as the core beliefs of its practitioners. |
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The Æsir Odin made the first effort to unite the deities of this world into one pantheon. His haste led to complications that undermined support from other gods. Many close allies fell in divine combat. Odin would go forward with his most favored son and his most trusted general, though they would be joined by a pair of vicious troublemakers as the only remaining Æsir at the time of the Great Consolidation. Thus Odin, Hel, Loki, Thor, and Tyr dominate the spirituality of northwestern Mainland. There where the ground sometimes freezes, funerals may involve cremation atop a ceremonial pyre. Some modern practitioners of these faiths rely entirely on oral traditions with no more literature than a set of runestones for divination. Opportunities for urban ministry are relatively few. Fortunately many resident priests feel called to perform bold quests in support of their communities. The lore of the Æsir is remarkably violent, and its stories are rich with tales of legendary monster hunters. | ||||
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The Ennead Long a turbulent ensemble centered around nine prominent deities, the Ennead compromised to join the Fivesquare Pantheon as a mere pentad. Today Ra, Geb, Osiris, Ptah, and Set are particularly influential across the Serpian Empire. Some of the oldest temples still in use today were originally dedicated to these gods. Their clerics also lay claim to even older monuments raised by ancient fey powers and subsequently consecrated in the names of modern deities. Even today these priests offer mummification as a service for those about to be securely entombed. Many of their followers keep a small ankh chained around their necks to be sure an appropriate key is available on entering the afterlife. With an uncommonly hopeful perspective on eternity, the teachings of the Ennead emphasize preservation of ancient knowledge and relics for future reference. Most of their followers dream of a heaven filled with peaceful abundance. Views on how to earn that halcyon existence diverge greatly. |
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| The Olympians When the turmoil of the Age of Heroes reached its peak, several Regal Deities engaged in open warfare for control of the world's spirituality. A credible contender settled these conflicts with a unification scheme placing his rival Zeus atop their hierarchy. Though many of his allies had already been slain; Zeus rallied Apollo, Ares, Dionysus, and Hades to play key roles in this Great Consolidation. Now his power is supreme despite flowing from a system designed by another god. Olympian teachings generally promote self-confidence and self-indulgence. Priests of Zeus often assert authority in theological disputes without any more basis than their patron's reign. During Imperial Maximum, the Aegis Church spread Truscan culture and language across nearly all of Mainland. Today the veneration of Zeus is much less popular outside the territory of a much smaller Truscan Empire. Yet the funerary and burial rites of Elegant Morticians continue to serve as the global norm. | ||||
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The Tribe Many gods are hostile to the Old Faith and its veneration of nature in the abstract. Deities acknowledging the leadership of Dagda take a different stance. Known collectively as the Tribe, this myriad of gods dwindled throughout the Age of Heroes. Stubborn persistence made it unavoidable that some would be included in the Fivesquare Pantheon. Their faiths hold that Standing Stones need no priestly consecration to be deemed sacred. Most numerous in the lush forested regions of southwest Mainland, worshippers of the Tribe tend to respect undeveloped wilderness. Their teachings emphasize that the health of a people is tied to the health of the land where they live. Even their great cities are home to large public gardens and countless thriving trees. The most monumental of these are sanctified and venerated as holy shrines. Fishers, herders, and hunters inspired by the Tribe are meticulously reverent about all acts of killing. |
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| The Wŭshén Shang-Ti proposed the Immaculate System, foreseeing the Great Consolidation it would bring about. Though his metaphysical designs convey supreme power to another deity, there are only token variations in the spiritual energy available to each of the Regal Deities. The system is structured to rely heavily on interdependence, ensuring stability despite the cosmic tensions of godly rivalries. This divine mastermind and the four gods recruited as his personal advisors are collectively known as the Wŭshén. Shang-Ti, Chih Sung-Tzu, Chung Kuel, Lei Kung, and Ma Yuan enjoy widespread worship throughout the Orient. Many religious organizations there work closely with aristocratic authorities, even to the extent that some priests act as tax collectors and many temples enjoy reliable funding from the state. These collaborations reflect the Wŭshén's emphasis on the maintenance of harmonious order. Their teachings tend more toward accurate histories and less toward legendary myths than most bodies of religious lore. | ||||
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Running in the Family Modern research makes it clearly evident that ancestry is not destiny. Even people with little education know of many clear contrasts between parent and child. Despite that empirical reality, many popular traditions promote the contrary view that strengths and virtues are sure to accompany family names. Any government with legal support for a caste or class system derives the status of children from their parents. Aristocratic lines known for successful leadership sustain their prestige by directing attention toward the most gifted scions while marginalizing other kin. Prominent parents in almost any line of work will do likewise, lavishing special opportunities on children with potential to thrive in the same field. From introductions at royal courts to rarified training with elite mentors, children of celebrities often benefit profoundly from privileges of station. Even far from the halls of power, nepotism often sees oversight of productive establishments kept within families. This belief in the importance of bloodlines would be driven by vocational outcomes even there were not also some rare magical traits known to be hereditary. |
A Place in the World Joining the narrative of your character's life with the setting of your group's campaign can be complicated. Work with your DM when establishing significant details of your background. Anything that could have a major impact on the societies of the world or draw resources through personal privilege should be explicitly discussed. Thoughtfully merge your vision for an adventurer with your DM's vision of a platform upon which the entire group will share many future adventures. Even ideas that are in no way unfair to your fellow players might conflict with important elements of unique campaigns. Supporting these plans requires reasonable collaboration and compromise. |
Family Names Many characters make their way in life with little reference to ancestors recent or distant. Others proudly identify with the home where they were raised. The importance of family names varies from one culture to the next. Yet even the most egalitarian societies feature families known for great popularity Declaring a famous family name incurs expectations by association. This is particularly true for persons closely connected to a legendary adventurer or powerful official. Authority figures may expect these individuals to uphold the reputations of their kin. Unscrupulous opportunists may attempt plots ranging from abduction to extortion. More distant relations are less likely to attract the attention of violent criminals. Yet distance from notable(s) also reduces the intensity of the link to a prestigious lineage. Common family names often derive from a skilled trade (e.g. Cooper, Potter, Smith, Weaver) or landmark (e.g. Hightower, Greendale, Thornridge, Underwood.) Of course, the terms adopted by individual families reflect cultural variations. Long-established families are often documented in taxation records if not also other official archives. Families with much less history may be entirely undocumented. Some adventurers forego a family name altogether, either to make a clean break from their past or because their ancestry means little in the context of their ongoing achievements. |
Esoteric Extractions It is not difficult to encounter members of magical races in the modern era. Cambions, elves, firbolgs, nymphs, pixies, satyrs, tieflings, tritons, and some gnomes normally inherit a little innate spellcasting ability. Yet these are not the only people bodily infused with supernatural power. Such gifts may follow from an ancestral connection to an extraordinary entity. Here is a partial list of magical creatures that have been known to mingle with the bloodlines of adventuring races. ⦿ Dao & Efreeti are genies closely associated with earthquakes and volcanic eruptions. An ancestral connection to these entities instills an affinity for manipulating flames and minerals. The ruling dynasty of the Iskreshi Sultanate saw one such sorcerous bloodline proliferate into the aristocracy of powerful nation. ⦿ Dragons sometimes transform themselves to build closer relationships with notable people. Folk wisdom holds that any draconic heritage conveys immense arcane power. Some sorcerers give substance to this belief by generating their own magical resources and mustering something similar to the breath weapon of an ancestral wyrm. ⦿ Djinns & Marids are genies associated with floods and storms. Some of their mortal descendants possess a natural ability to command the motions of fluids. Xe-Shanese artistocrats employ specialists from a prolific bloodline of these sorcerers to keep the climate around their mountaintop strongholds both mist-shrouded and perpetually pleasant. ⦿ Giants need only adjust their size to become compatible with ordinary people. A giant in the family tree seldom explains spellcasting prowess, but there are cases where that heritage is linked to legendary strength and toughness. All firbolgs share this status, and many scholars believe goliaths are likewise endowed. ⦿ Merfolk are capable of assuming human form on a temporary basis. Some seek favors or gifts from mariners. Their offers of companionship easily sway individuals long limited to interacting with shipmates. Merfolk ancestry sometimes conveys aquatic adaptations and a peculiar ability to communicate with aquatic creatures. ⦿ Mutants survived intense exposure to wild magic or inherited extraordinary abilities from an ancestral connection to such a survivor. Side effects promote capabilities related to magical manipulation of their own bodies. Adolescent mutants sometimes discover superhuman abilities rooted in altered physiology. ⦿ Psionicists were extremely rare early in the Age of Heroes. These practitioners of willpower-driven magic became more abundant as their psychic arts became less obscure. All psionicists abruptly lost their powers in ⦿ Vampires have been known to assume warm-blooded forms for purposes of exploring greater intimacy with the living. Mortal descendants of vampires are so rare as to be considered a myth in some lands. Yet these dhampirs exist, sometimes inheriting supernatural powers along with an aversion to bright light. |
The Next Generation Serial campaigners sometimes accommodate this ambition by advancing the calendar year and shifting focus to a new group of PCs. Children mature and events of historical consequence have ripple effects in the span between campaigns. The group may even wish to collaborate in sketching out the connections between the history of their play and this modified setting. Surviving NPCs can make entertaining return appearances. Surviving PCs become NPCs, though their roles may remain important. Each DM has the authority to dictate storylines. Even so, commmon ground is clearly preferable when elaborating on the legacy of any character personally developed by a player throughout many sessions of creative roleplaying. |
Table Culture Different storytellers enjoy different aspects of storytelling. Essential elements of amazing epics could feel downright inappropriate in other tales. Some topics can spark diversions that might be unwanted even among groups with abundant playtime. Those become more problematic when session time is in short supply or subject material traumatizes participants. Yet topics that trouble some groups could be wellsprings of amusement at other tables. Players should be able to negotiate appropriate boundaries as mature human beings with some measure of mutual respect. Be sure to address this topic in the process of framing any new campaign. Thoughtfully discuss the particulars of a shared agenda. This can focus gatherings on activities most satisfying to all without disrespecting any earnest creative suggestions that fail to generate a consensus of support. |
Taboo Topics Some subjects are not suitable for discussion in particular places. Some players are profoundly disturbed by even brief references to specific subjects. Limits vary from person to person and venue to venue. Dramatic elements that could be excluded for the sake of group harmony include cannibalism, child abuse, mutilation, rape, slavery, and the torture of captives. Romance and sexuality always deserve some consideration when setting boundaries. Even in campaigns supporting explicit portrayals of erotic encounters, be sure a character's player consents to a development or scene before taking any action with your character. Violence tends to be less problematic if only because spectacular combats are a staple of the game. Even so, it is possibe to entirely abandon deadly battles in favor of stories about peaceful challenges and struggles. Wise negotiations at the outset of a campaign do much to establish useful boundaries. Consensus can focus character arcs and subplots on matters more likely to entertain your entire group. This helps avoid inadvertantly spoiling the fun for more sensitive participants. Yet it also establishes areas where contributors can be encouraged to exercise wild creativity. Collaboration inevitably involves some form of compromise. Reasonable adults should be able to blend playful antics with mutual respect. |
Campaign Evolution A rich campaign is full of story arcs. Each player has an opportunity to depict the personal growth of a character right alongside growth in abilities and knowledge. Sometimes the party may need to bring about a reversal of fortune before it becomes viable to attempt a direct attack on an adversary. As much as anything else, this is a game about overcoming struggles. Overcoming a great many struggles makes for an adventurer of advanced level. The experiences of a robust campaign should result in meainingful character growth. Both at the start of any long term campaign and throughout its play, encourage discussion of any story arc with implications for the entire group. Sometimes a transition from serial dungeon delving to some blend of commmunity management, investment oversight, and political intrigue can be helpful. Groups with a heavy emphasis on narrative development can continue to have fun even after essentially removing their characters from traditional play. Yet groups with more emphasis on action sequences might have little interest in what the party does in their "settling down" phase of life. Talking often about your expectations for the group can help strike or maintain the balance best suited to the individual needs of everyone. |
Archfey Aristocrats The final leaders of the Imperium Arcanum have been confined inside the Moon since the Age of Heroes began. This concluded their disastrous civil war. Disputes about eliminating or redeeming dragons became meaningless in a realm without any dragons of its own. Rallies of light fey and dark fey soon transformed from military planning centers into raucous celebrations of peace. Both factions organized royal courts in parodies of emergent human kingdoms. These surreal societies each carried on in relative isolation deep under the lunar surface. Ancient arcane powers were unleashed to craft new environments – misty bogs and cavernous vaults for the dark fey while their light fey kin favored flourishing gardens and halcyon woodlands. Neither Archfey court has much influence outside their cosmic prison. Support for these ancient entities lingers among a fringe of long-lived fey inhabiting the world below. Some warlocks and witches seek power by striking bargains with the Archfey. Individuals identifying with the light or dark factions may speak reverently of the co-equal monarchs now ruling one group or the other. ⊛ Ivaldi, King of the Dark Fey, developed Ley Lines. He is known for many other achievements of arcane artisanship as well as a fondness for misdirection. ⊛ Mab, Queen of the Dark Fey, developed drow elf ebonization. No other being has slain as many dragons as her, though most were killed quietly while they slept. ⊛ Oberon, King of the Light Fey, developed high elf blanching. He thwarted direct attacks from an assortment of hostile deities while maintaining a dismissive attitude. ⊛ Titania, Queen of the Light Fey, developed metallic dragons. She conceived many new forms of life, though most have since become dangerous monsters. |
Royal Blood In addition to three Imperial dynasties, the rulers of many lesser nations are members of huge families. Close kin typically hold senior aristocratic titles. Even distant relatives tend to come from monied households, though they may have no more legal privileges than other free peoples. Some known relatives of a reigning ruler are held to strict standards, with authorites expecting these individuals to live up to the ideals of their society. Persons of royal blood without official duties or titles may keep that status secret to simplify their lives. This is often the case with the kin of deposed or vanquished rulers. Political resistance movements can exploit them to obtain credibility and popular support. Old family names tend to be maintained only as long as they prove helpful to controlling land and other property. Yet some characters proudly flaunt any connection to a royal bloodline. Mainstream authority figures normally respect such persons, and royal blood often leads to preferential treatment from institutions like guilds and universities. The reverse of this coin takes two forms. Minor royals often receive unrealistic requests to infuence events at court. Outsiders may ingratiate themselves only to be dissapointed by a new friend's lack of clout. Also, the most vulnerable royalty is at constant risk of abduction for ransom. For this reason, children and other non-adventurers with close ties to powerful officials are often kept in secure strongholds and assigned personal squads of armed protectors. |
Party Identity At the start, an adventuring party might be no more than the sum of a few personal relationships. Such groups even arise from the coincidence of several capable fledgelings in attendance at a gathering where an opportunity is announced. If not at the outset, then over time each adventuring party develops its own unique identity. Some choose to make this official, complete with a registered seal for use in correspondence and property claims. Modern governments encourage this practice to better organize the recovery of lost and stolen treasures. Registered adventuring groups are much easier to assess for tax purposes, though they are also more likely to be awarded official grants and other privileges. Independent groups may still cultivate a collective identity complete with a name – thus appearing more viable recruits in the eyes of aristocrats and other patrons with quests to sponsor. It is no secret that lone adventurers fare poorly in the thick of great perils, while teams offer superior odds of success. Though there are no known "adventurers' guilds," renowned teams of adventurers have been known to affiliate with guilds of bounty hunters, entertainers, explorers, gladiators, mariners, mercenaries, monster hunters, researchers, teamsters, or thieves. |
Rambling On Most legendary outlaws survived their longest adventuring sprees by keeping ahead of bad news. Even efficient constabularies require hours to compile any official report at the outset of a criminal investigation. Without eyewitnesses in active pursuit, robbers and murderers can quickly put great distances between themselves and any evidence of recent violence. Yet adventurers may also find themselves hunted by a powerful government for more wholesome reasons, such as exposing official corruption or liberating captive laborers. Leaving the jurisdiction entirely might be the only alternative to relentless hounding by a progression of increasingly powerful law enforcers, if not also increasingly frequent mobs of vigilantes. The more outlaws defy capture, the more prestige becomes associated with their capture or elimination. Even groups free from persecution might relocate to distance themselves from past events. From the accidental killing of an innocent bystander to a drunken bout of sacreligious antics, some deeds that might be thoroughly forgiven might still stir a desire to forget. |
Making History Minor adventures often make a lasting difference in one small community. Epic quests can be the turning point in conflicts between great powers. Some player groups keep records of their characters' accomplishments. Some adventuring groups employ scribes to do likewise. These written accounts can have great value to monster hunters and/or treasure hunters if they feature details of extraordinary monster battles and/or treasure recovery. Accounts of conventional warfare or court intrigue often are of interest to historians, though less so in regions unaffected by the events documented. This is the other side of a coin many adventuring parties already know well. Popular legends and credible history books inform seekers of old treasures. Sometimes older lore proves crucial to making sense of a prophecy unfolding in the present day. All sorts of documents can prove helpful in verifying official grants and privileges as well as familial relationships. Just like the followers and properties they leave behind, documents that once belonged to great adventurers can change the world decades or even centuries after their original owner has departed this world forever. |
Ongoing Conditions Ideally, any text that applies a condition to a creature also states the particulars of how that condition might end. Any saving throw(s) and associated DC(s) to avoid or end a condition should be stipulated in that text as well. Though the exhausted condition becomes less severe after each completed long rest, and the scent markers on the befouled wear off after a couple of days; other conditions have no built-in expiry. Various spells have the ability to remove ongoing conditions. The Cleanse Being, Greater Restoration, Lesser Restoration, and Remove Curse spells are particularly suited to solving problems caused by ongoing conditions. |
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AGONIZED When this creature takes damage, reduce its hit points by an additional 1d8. Do not repeat this process for multiple damage types BALANCING Attacks against this creature have advantage. This creature has disadvantage on ranged attacks. After taking damage, this creature must make an Acrobatics or Athletics check at a DC of that damage or become unbalanced and fall. BEFOULED This creature has disadvantage on all social interaction checks. Efforts to track this creature automatically succeed. This condition wears off in 48 hours if not previously ended through magical or skillful remedy. BEFUDDLED Other creatures have advantage on saving throws against spells cast by this creature. This creature has disadvantage on Charisma, Intelligence, and Wisdom checks. BLINDED This creature cannot see, cannot read written words, and automatically fails ability checks requiring sight. This creature cannot attack targets beyond its reach. Attacks against this creature have advantage, and this creature's attack rolls have disadvantage. BLOODIED This creature is visibly injured, casting off traces of fluid if that is anatomically possible. This condition applies to any creature with less than half of its maximum hit points remaining. Trackers have advantage on efforts to follow trails left while bloodied. BLURRED This creature presents an image distorted or shrouded by magic. Without benefit of blindsight, truesight, or another method of seeing through illusions; attacks against this creature have disadvantage. BOUND This creature cannot hold or wield items, and this creature automatically fails ability checks requiring at least one free hand. This creature cannot perform weapon attacks or cast any spells with either a material component or a somatic component. The unarmed attacks of this creature have disadvantage. CHARMED This creature cannot willingly harm the source of this effect. If that source is also a creature, the charmer has advantage on all social interaction checks to influence the charmed creature. CONFUSED This creature has difficulty discerning friend from foe, and cannot perform bonus action or reactions. This creature cannot drop or stow equipment. This creature also cannot wield any equipment not already in hand. Roll
DAZZLED This creature has disadvantage on all ranged attacks. This creature has disadvantage on Perception checks, and its passive Perception is reduced by 5. DEAFENED This creature cannot hear and automatically fails ability checks requiring hearing. This creature gains resistance to thunder damage. DISTURBED All spells cast by this creature inflict half damage. This creature has disadvantage on Charisma, Intelligence, and Wisdom checks. This creature has disadvantage on saving throws to maintain concentration. ENTRAPPED All of this creature's movement speeds are reduced to 0. This creature remains able fall prone or stand once during its turn. EXHAUSTED This creature is both physically and mentally depleted. Each level of exhaustion imposes a -1 penalty to all attack rolls, ability checks, passive skill values, and movement speeds. Each level also imposes one additional penalty. The effects of these impairments are cumulative even if their causes are unrelated. An uninterrupted long rest removes one level of exhaustion. A creature with
FRIGHTENED This creature cannot willingly move closer to the source of this effect. While that source of fear can be heard or seen, this creature has disadvantage on attack rolls and ability checks. GLAMORED This creature is shrouded by an eyecatching glow that sheds dim light in a 10 foot radius. This condition temporarily negates the invisible condition and makes this creature visible to normal sight. Attackers able to view this creature have advantage on attacks against it. |
HASTENED This creature can make one additional attack when taking the Attack action. All movement speeds of this creature are doubled, and the Armor Class of this creature is increased by 2. HOBBLED All movement speeds of this creature are reduced to 10. This creature cannot take the Dash action. IMMOBILIZED This creature cannot move, and this creature is immune to forced movement other than teleportation. This creature suffers disadvantage on Dexterity saving throws as well as a reduction of 2 to Armor Class. INTOXICATED This creature is severely impaired by an altered state of mind. This creature has disadvantage on attack rolls, Dexterity checks, Intelligence checks, and Wisdom checks. INVISIBLE This creature cannot be seen except by way of blindsight, truesight, or another method of seeing the invisible. Attacks against unseen targets have disadvantage. Attacks made by unseen attackers have advantage. This creature does not require cover to perform the Hide action in even in the midst bright light. MUZZLED This creature cannot speak or cast any spells with a verbal component. This creature cannot perform biting attacks or use breath weapons. NARCOTIZED This creature is distracted by euphoria. This creature rolls 1d8 for initiative checks. This creature rolls 1d12 for saving throws to maintain concentration. PARALYZED This creature has lost bodily control from the neck down. This creature cannot move and this creature cannot perform attacks with any appendage. This creature automatically fails Strength and Dexterity saving throws. Attacks against this creature have advantage. This creature cannot grab or drop equipment. Paralysis does not prevent creatures from casting spells with only verbal components, performing biting attacks, or using breath weapons. PETRIFIED The body of this creature has taken mineral form. This creature cannot move, speak, or otherwise interact. This creature cannot perform any actions, adjustments, bonus actions, or reactions. This creature has an Armor Class of 15 and resistance to all types of damage. This creature automatically fails Strength and Dexterity saving throws. Attacks against this creature have advantage. This creature does not age and does not suffer for lack of air, rest, food, shelter, or water. This creature cannot be harmed by disease or poison. POISONED This creature has disadvantage on attack rolls and Constitution saving throws. POSSESSED This creature must perform actions, adjustments, bonus actions, movements, and reactions dictated by the source of this effect while being unable to otherwise make any of those efforts. The speech and mannerisms of this creature display a blend of both personalities, often in obvious conflict. PRONE This creature must use half its movement to stand before performing any movement other than crawling. This creature has disadvantage on attack rolls. Attack rolls against this creature have advantage if the attacker is no more than 5 feet away or disadvantage if the attacker is more distant. SQUEEZING Attacks against this creature have advantage. This creature has advantage on saving throws against forced movement other than teleportation. SLOWED This creature cannot perform reactions, utilize the Extra Attack feature, or utilize the Tactial Action feature. This creature must choose between an action or a bonus action each turn. The Armor Class of this creature is reduced by 2 and all movement speeds are halved. STUNNED This creature cannot perform any actions, adustments, bonus actions, or reactions. This creature automatically fails Strength and Dexterity saving throws. Attacks against this creature have advantage. TETHERED This creature is physically connected to a specific location or another creature. This condition ends if that connection is severed. Otherwise, this creature cannot move farther away from the other end of this connection than the length of its tether except through teleportation, which also ends this condition. UNCONSCIOUS This creature cannot move, speak, or otherwise interact. This creature cannot perform any actions, adjustments, bonus actions, or reactions. This creature automatically fails Strength and Dexterity saving throws. Attacks against this creature have advantage. Successful melee attacks against this creature automatically become critical hits. WEAKENED All weapon attacks and spell attacks performed by this creature inflict half damage. This creature has disadvantage on all Strength and Charisma checks. |
Staying Alive A typical adventurer requires
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Safe Travel Moving overland is not particularly dangerous along some routes. Paved roads are often well-patrolled, presenting no danger to respectful groups willing to go with the flow of traffic. In the most secure regions, popular dirt roads might also feature negligible risk of an unwanted encounter when travelling by daylight. Even where bandits and/or monsters abound, safe travel might be accomplished in the company of a military escort or a sufficiently large caravan. Seafaring is never absolutely free from danger, but fleets of well-crewed vessels reliably convey passengers across the Lesser Ocean on a regular basis. With or without magic, powerful persons with resources to spare can convey others across troubled lands. Yet arrangements that seem secure are not always so. Deadly intrigues are possible even in the company of a military escort. Sufficiently determined and powerful adversaries may clash directly with formidable protectors. Your DM will dictate the particulars of hostile encounters. Apparently secure travel arrangements might be imperfect. Some encounters are inevitable. While strong defenders can do much to insulate a party of protectees from random encounters, conventional forces alone seldom alter the destiny of legendary figures, inclduing individuals yet to be recognized on that level. |
Overland Speed Modifiers | |||
Terrain | Sneaking | Hiking | Rushing |
pavement | ⅔ speed | full speed | N/A |
dirt roads grassland tundra | ½ speed | ⅘ speed | full speed |
gentle hills wetlands | ⅓ speed | ⅗ speed | ⅘ speed |
mixed jungle rough hills thick woods | ¼ speed | ⅖ speed | ⅗ speed |
blighted wastes dense jungle flooded swamp | ⅕ speed | ¼ speed | ⅖ speed |
Terrain Types Even in Primordial Times, the land shaped the life it sustained. Flows of clouds and wind over the land drive the processes of climate. Travel requires enduring weather and wildlife as well as the contours of the land itself. Most cartographers rely on color and/or symbols to differentiate twelve types of land. Paved roads and plazas are generally considered alternatives to, rather than part of, the surrounding terrain. While paved roads are seldom as wide as the dark lines mapmakers use to indicate their paths, urban maps often render paved areas with accurate proportions relative to other features. General awareness of terrain provides knowledge of cover and obstacles common throughout the area. For example, grasslands and tundra tend to offer level ground with few obstructions beyond the tiny tunnels and pits local wildlife excavates for shelter. Though a danger to the most headstrong riders, these little lairs are easily avoided by travellers in no particular rush. At the opposite extreme, a flooded swamp or a dense jungle is likely to feature few comfortable clearings scattered throughout an expanse of difficult terrain. Without some degree of climbing and/or swimming, traversal tends to require indirect routes through these places. Individual locales contain more than the general features common to their terrain type. The roads spanning modern developed regions typically link many agricultural row villages and crossroad trading posts. Monsters and large predators will be rare in such well-settled regions. Yet the danger they present might be paired with threats from bandits and other outlaws. Frontiers and primeval wildlands are even less secure. Seldom or never subject to official patrols, most of these areas are also far from any settlement or stronghold stocked with modern conveniences. Both hostile groups and individual monsters can grow to great size beyond the reach of authorities. |
Encumbrance Limits | |||
Size | None | Light | Heavy |
tiny | × 1 | × 2 | × 3 |
small | × 2 | × 4 | × 6 |
medium | × 5 | × 10 | × 15 |
large | × 10 | × 20 | × 30 |
Multipliers indicates pounds per point of Strength score. |
Weather Conditions The difficulty of long distance travel can be influenced by conditions in the sky. Most of the world spends roughly half of each 24-hour day without day light. Day lengths vary with the seasons, and variations can be extreme in the lands of the far north. Night normally sees everything outdoors bathed in dim light, though a new Moon or heavy cloud cover at night can leave the land in total darkness. These lighting conditions can make navigation more difficult. They often lead to uncomfortably close encounters creatures or obstacles previously unseen. Night is generally regarded as suitable for travel only by secretive or desperate people. Visibility can also be reduced by fog. Without truesight or a method of dispersing clouds, anything in or beyond obscurement cannot be seen. Many ships met their end running aground on land concealed by fog banks. Yet even high in the sky, clouds can create hazards for overland travellers. Heavy rains quickly degrade any terrain to a lower row of the Overland Speed Modifiers chart while also turning many forms of solid ground into difficult terrain for purposes of action sequences. Prolonged exposure to stormy weather can force Survival checks to avoid exhaustion. Some equipment and supplies can become damaged if sufficiently soaked, and fire is generally less effective. Winter storms can be even more dangerous. The most severe accumulations of snow degrade even paved roads to terrain no more easily traversed than blighted wastes. Extreme cold, sometimes made worse by severe winds, can test the Survival skills of unsheltered persons by the hour. Conditions can vary wildly from one hour to the next, making many winter travels piecemeal as well as arduous. Higher altitudes complicate these factors, offering fewer features to obstruct the wind along with generally colder conditions. While heavy use of fire can do much to stave off frigid conditions, cold itself can be more effective when deploying in an environment that is already freezing. While hot conditions can make fire more effective, such extremes are not normal in earthly lands. Instead the hottest days increase the daily water requirements of people while also forcing Survival checks to avoid exhaustion during prolonged exposure to direct sunlight. Most people are aware of the garb and gear required to travel safely even when the local weather is near its worst. Yet many ordinary folks keep close to their homes whenever cold, heat, or rain bear down in extreme forms. Only the boldest individuals facilitate communications and trade for their communities when the weather itself is severe enough to kill from a single day of exposure. |
Exotic Environments There are places where survival, even in the short term, is impossible without magical support. The Imperium Maris is effectively inaccessible to people who cannot breathe unnderwater. The surface of the Moon is quick to kill anyone who needs either air or water to breathe. The Sea of Abominations is full of liquid deadly to water breathers. While some planes of existence manage to be more hospitable than this world, countless more are quick to snuff out the lives of unprotected mortal visitors. From glowing lakes of molten stone to shattered plains constantly shaken by violent quakes, there is no limit to how extreme the environments of the Outer Planes can be. Even the less remote Elemental Planes are mostly inhospitable to visitors without the appropriate abilities. Those who cannot fly will be helplessly blown about by he winds of the Elemental Plane of Air. Those who cannot burrow will have no mobility when visiting the Elemental Plane of Earth. Without immunity to fire damage, the Elemental Plane of Fire incinerates visitors. Of course, the Elemental Plane of Water requires visitors be able to breathe underwater, and it limits their movements to swimming. Adventurers have survived brief forays into some of the deadliest places in the cosmos. Yet many more succumbed to the environment of a realm most hostile to ordinary living creatures. |
Personal Identification Unfamiliar characters typically expect strangers to introduce themselves early in conversation. Guards and officials might inspect credentials such as badges of rank or aristocratic signets. Yet introductions are more often merely an exchange of words including names. NPCs are likely to accept claims of identity that do not conflict with prior knowledge. Entirely plausible yet previously unknown names give no cause for disbelief. An alias used often can even become an alternative, yet honest, identity. It is another matter to assert personal privileges or engage in outright impersonation. Pretending to be a someone else only known by rank and/or reputation requires a Deception check modified by Charisma. If that check surpasses the best passive An additional 5 point modifier should be added to this challenge if the impersonation requires duplicating the mannerisms of a particular person. Likewise add 5 to the challenge if an impersonation requires vocal mimicry. Thus a Deception check must surpass passive Any convincing disguise demands the artist possess personal knowledge of the face of a subject, either through direct observation or a high quality likeness. Given that knowledge, an individual proficient with a disguise kit can effectively alter appearances while making no significant changes to height and weight. If a diguise kit check modified by Charisma surpasses the observer's passive The value of that check should be documented when a disguise is applied. Though a digsuise can be spoiled by taking an action to remove or damage crucial components, lingering traces indicate that a person was recently disguised. Washing away cosmetics and stripping other residues of a disguise requires ten full minutes and access to water or an alchemical solvent. Any disguise must be applied anew after this cleansing, which must occur to allow a formerly-diguised individual to complete a short rest or a long rest. |
Initial Reactions Most people experience a variety of moods over the course of an ordinary day. Even the least volatile people sometimes deal poorly with personal losses and other distressing news. Minor ailments such as congested breathing or troubled digestion can give rise to uncharacteristically bad tempers. From the noise of nearby construction work to the news that a lucrative business opportunity is no longer available, all manner of things can make an NPC to less receptive during intitial encounters.
When in doubt about the receptivity of any unfamiliar NPC to ordinary social encounters, roll 3d6 and consult the reaction table above. If the party approaches as enemies intent on parley, roll 2d6 instead. If the party arrives on time or slightly early to a scheduled meeting, roll 4d6 instead. This reflects the circumstances surrounding that first impression, and it often provides a DC modifier applicable to social skills during that encounter. Here are some suggested interpretations of those results. irritated — visibly upset on approach unwelcome — rude and resistant displeased — skeptical and wary indifferent — immersed in routine business pleased — curious and receptive welcome — polite and enthusiastic delighted — visibly joyful on approach Though it is possible to consult the reaction table again to randomly select a mood for an NPC during each subsequent encounter, the social skill difficulty class modifier should be minimized or ignored in these cases. Once two people have established a prior working relationship, transient moods are normally set aside in service to the particulars of that relationship and any ongoing collaborations. |
Social Adjustments Countless circumstances can influence the outcome of a social situation. Adventurers often coordinate their activities, delivering timely support of their primary spokesperson. Any social skill check made with the help of a second character also proficient in that skill can be made with advantage. The Enchance Assistance cantrip is a common technique many spellcasters use to further improve these collaborations. Typical adventuring parties not only feature a charismatic speaker, but also the talent to make strong social appeals as a group. DC cause -10 life saved by PCs earlier that day -10 suggestibility through intoxication -5 enjoying ongoing festivities -5 offered opportunity for advancement -2 eating a satisfying meal -2 hearing thoughtful questions -2 learning secret information -2 reviewing supportive documents As with all else, these modifiers are applied at the discretion of the DM. For example, sharing that a famous aristocrat leads a double life at the vanguard of a vigilante crime-fighting team could make a confidant more receptive to infuence. Yet it surely would be irrelevant to a distant tribal chief with no prior knowledge of either persona. Also, sharing a secret already known to your target would not help your cause except in cases of Intimidation paired with the threat of exposing that secret. Likewise, Persuasion is usually the only skill that benefits from plying an associate with fine food and wine. Each of these modifiers can be reduced (e.g. less severe intoxication) or disregarded (e.g. reviewing documentation that is a standard expectation of proceedings underway.) Of course, there are plenty of circumstances that can work against the party as well. Social skill checks involving the use of different languages within a language group are normally made with disadvantage. DCs can be elevated by a variety of factors, incuding the following. DC cause +10 requires epic betrayal +10 demands extreme sacrifice +5 personal position or status at risk +5 uncomfortable in this environment +2 lacking food/water/shelter +2 hearing ignorant assumptions +2 learning PC weakness(es) +2 uncovering personal leverage Again, these modifiers are conditional and not always applicable. Revealing a weakness certainly makes it more difficult for a group to use Intimidation, but the same disclosure might instead build trust as a form of sharing secret information. The discomfort of persistent hunger might be turned to receptivity through the gift of a partial or low quality meal. Also, your DM always retains discretion to rule any attempt impossible. For example, a suicidal act surely is an extreme sacrifices, but talking an NPC into self-destruction is only possible in extreme circumstances like directing a religious fanatic to die in an act of crucial service to a holy purpose. |
Units of Account There are many ways of reckoning wealth. For purposes of ordinary purchases, metal coins can effectively convey the value of each purchase. Ordinary folks often do business in silver, artisans and merchants are no strangers to gold coinage, and aristocrats often distinguish themselves by handling only platinum currency. Larger transactions typically involve rare jewels, large ingots, and/or bulk shipments of goods. Nearly all currency in circulation today is the product of well-regulated mints using advanced techniques to produce extremely consistent coins. The Age of Heroes saw governments fall after confidence was undermined by adulterated coinage. The lack of such schemes in the current era results in a high degree of confidence in money supplies flowing within and between civilized societies. Most, though not all, modern issues fashion each coin from precisely 1/50th of a pound of value-bearing metal. There are oversized outliers like the gold florin and the silver qirsh along with undersized specie like the gold guilder and the silver groat plus some uncommon alloys like the brass stuiver. Adventurers normally have no trouble assessing the purchasing power of coins on hand, and in most cases those coins will be standard-sized pieces of copper, silver, electrum, gold, or platinum. These may be abbreviated as cp, sp, ep, gp, and pp respectively. Their values relate according to the following ratios, expressed as coins offered to coins received.
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Seeing Things Different folks view the world in different ways. Human communities tend to schedule activities around the availability of daylight. For these people, dusk is followed by a span of time when fire or magic must be employed as alternatives to sightlessness. Many other races find the dim light provided by the Moon and stars adequate for almost all activities. They have little use for bright light when they are not exploring, painting, reading, or writing. ∢ Normal Vision: Ordinary adventurers can see all the way to the horizon in good light on a clear day. ∢ Darkvision: Some people can visualize nearby shapes in dim light. Darkvision is clear enough to identify individuals, but it cannot be used to read after dark. This sense cannot penetrate obscurement, it does not function in total darkness, and it can be disabled by either blindfolds or magic. ∢ Hellsight: This ability makes it possible to fight and read in total darkness. This sense cannot penetrate obscurement. Hellsight can be disabled by either blindfolds or magic, though it is not impaired by magical darkness. ∢ Blindsight: This ability makes it possible to fight in total darkness. It also ignores illusions and obscurement. Blindsight cannot be used to read, even in bright light. Yet it also cannot be disabled by blindfolds, magical darkness, or ordinary blindness magic. A creature cannot suffer the blinded condition while this ability is active. ∢ Truesight: This ability makes it possible to fight and read in total darkness. It ignores obscurement and reveals the true nature of all creatures, objects, and places covered by disguises or illusions. Truesight can be disabled by either blindfolds or magic, though it is not impaired by magical darkness. |
Spell Identification There are precisely 420 well-known spells in the modern era. Sages of the arcane are aware of the workings and proper names for each of these spells. Yet, just as many gods are known by different names to different peoples, spellcasters do not always identify effects by their proper names. Some seek to bolster their prestige by claiming to have crafted an original spell while utilizing a well-known standard. Truly obscure spells outside those standards do exist, but they are known to few living practitioners. Identification of a non-standard spell, as with identification of one from the established 420, conveys all the knowledge of its workings as detailed its spell description. Familiarity with magic makes it possible to understand what spellcasters are attempting to accomplish before their efforts are complete. Some gestures or words quickly draw the attention of nearby persons knowledgeable in Arcana. Identifying a spell in progress presents a DC equal to the relevant spellcasting DC plus the level of the spell itself. For example, if a sorcerer were to cast the 4th level Polymorph spell with a spellcasting DC of 16, identifying that spell would present a DC of 20. A passive arcana of that value or higher would allow for instant recognition without any effort on the part of the observer. In most cases, this passive approach only supports the recognition of cantrips and spells of lower level. When a spellcaster hears the verbal component of spellcasting or sees another spellcasting component in use, that observer can use their reaction to scrutinize the process more closely. This allows for an Arcana skill check at the DC required to identify the spell. Successful observers can signal allies to intervene such as by casting a spell like Counterspell or Power Struggle to cancel the original spell. |
Magical Energies Though spell levels reflect quantities of magical energy blended to achieve effects, their progression is geometric rather than linear. The highest level spells utilize orders of magnitude more power than cantrips in their simplest forms. Only the most accomplished spellcasters can weave such wonders. The energies involved in these processes are drawn from many sources. Clerics call upon power channeled from the heavens while warlocks and witches recieve gifts through their unholy pacts. Druids gather resources from the environment around them while sorcerers cultivate power within their own bodies. Wizards study a great diversity of arcane phenomenon, regarding all forms of magical energy with clinical objectivity. |
Arcane Geometry Different groups take different approaches to adjudicating questions of distance and position during action sequences. Many work with figurines or icons on a grid with clearly-defined spaces each 5 feet across. Yet some will employ unmarked surfaces along with measuring devices to move creatures and reckon ranges according to a specific scale. Still other groups employ the theater of the mind – relying on clear communication and shared imagination to resolve literal questions of where things stand. Resolving spells with geometric areas of effect might look different from one gaming table to the next. This should be done with emphases on consistency and fairness. Predictable outcomes here lead to more satisfying play both when tactical choices are made the thick of action as well as when developmental choices are made after gaining levels. |
Concentration Some spells only last as long as their casters maintain constant adjustments and/or reinforcement. Such a spell ends instantly when the distance between its caster and the nearest part of its effect exceeds the range of that spell. These spells also end instantly when their casters become unconscious. Injuring or severely distracting a spellcaster can end a spell of this type. These circumstances require the caster to make a special sort of Constitution saving throw also known as a concentration saving throw, with failure ending the spell. Taking damage triggers a concentratation saving throw with a DC equal to half the damage taken or 10, whichever is higher. Other methods of breaking concentration should specify the DC of the saving throw to maintain concentration. |
Ritual Spellcasting Adventurers typically command arcane energies with flickers of urgency. A calm environment paired with patience allows some spellcasters to employ especially elaborate processes. Many non-standard spells are rituals that can only be completed at specific locations or under specific heavenly conjunctions. Yet there are also effects like those of the Identify spell and the Magic Circle spell that can be achieved easily through ritual activity. If the spell description for a spell stipulates that it can be cast in ritual form, then it can be cast during the first 10 minutes of a long rest or a short rest without using a spell slot. Each spellcaster can only perform one ritual during a rest regardless of the length of that rest. Clerics and druids can perform any ritual from their respective spell lists, provided they are of high enough level to otherwise cast that spell, even if it is not prepared. Wizards can likewise perform any ritual recorded in their spellbooks, provided they are of high enough level to otherwise cast that spell, even if it is not prepared. In addition to normal spell componennts, ritual spellcasting requires a written version of the appropriate spell. |
Surprise Your DM will determine if an action sequence follows from a surprising event or if general readiness allows all participants to take up arms before any clash is underway. The mechanical particulars of surprise vary by circumstances. Successful infiltration of a camp might allow a small group to engage in a spree of hushed violence against victims both prone and unconscious. More typically, a successful ambush allows a party to deliver a single coordinated outburst before initiative is determined. Your DM may rule some or all of these attacks are made with advantage and/or that targets can perform reactions as if an action sequence was already underway. Likewise your DM will determine if the action sequence is preceded by an instant in which a single attack might take place, an interval enough to support the activities of a single turn in an action sequence, or freeform play continuing until an alarm is raised. Various maneuvers and spells are naturally loud, effectively acting as such an alarm. Of course, surprise is not the normal way to begin an action sequence. It often requires a cunning plan. Approaching with Stealth forces many parties to choose between splitting off a covert team or sneaking with slim odds of success. Clever use of magic can facilitate surprise encounters or turn the tables, revealing or even injuring intruders before they are able to perpetrate their own ambush attack. Monster lairs are fraught with surprising foes, from chameleons hiding in plain sight to spirits literally lunging through the walls. Both achieving and avoiding surprise are important considerations in any violent campaign. |
Taking a Turn As soon as you conculde your turn you can begin to plan your next. While it is also fine to relax in this moment, gameplay benefits from thoughtful planning before all other participants have completed their turns. Normally a character can perform one action as the main event in a turn that might also feature an adjustment, a bonus action, movement, and/or a reaction. Enhanced speed or tactical awareness can support even more activitiy in a single turn. It is possible to end your turn without utiilzing all of these possibilities, though only reactions and the activity specified by a readied action remain available between the end of your turn and the start of your next. Often it is wise to indicate aloud when your turn is over so that play can proceed promptly. |
Alternative Attacks The Attack action normally allows a creature to perform one unarmed attack or weapon attack. The Extra Attack feature allows characters to perform one or more additional attacks. The Multiattack feature allows monsters to perform a set of attacks with one action. An Attack action can be followed by a bonus action Offhand Attack to allow for one more attack. If you have at least one free hand, when you perform an attack that is not an attack of opportunity you can replace that attack with one of the following three maneuvers. Grab: Select a target within reach and make an Athletics check modified by Strength. If that check overcomes a DC equal to the higher of the target's passive Acrobatics and passive Athletics, you have a firm hold on the target. The results of that check indicating the DC of efforts to escape from that hold. When you are grabbing a creature your size or smaller, that creature is immobilized, your movement costs are doubled, and that creature is forced to move with you. When you are grabbing a creature larger than you, you undergo forced movement as needed to maintain the grab. A grab can be released at any time, even when it is not the grabber's turn. Any teleportation automatically escapes a grab. Shove: Any creature able to move need not use any movement to attempt to forcefully push an adjacent creature of the same size or smaller. Make an Athletics check modified by Strength that must overcome a DC equal to the higher of the target's passive Acrobatics and passive Athletics. If this effort is successful you force the target to move up to 10 feet away from you. Tackle: Select a target within reach of the same size or smaller and make an Athletics check modified by Strength. If that check overcomes a DC equal to the higher of the target's passive Acrobatics and passive Athletics, you fall prone and your target does as well. If the attacker has a free hand, the target can also be grabbed in a hold with an escape DC equal to the result of the tackling check. Tickle: Select a target of the same size or smaller within reach and make an Sleight-of-Hand check modified by Dexterity. If that check is at least as high as the AC of your target, you have touched that creature in a disturbing way. If that target is maintaining concentration, they must attempt a concentration saving throw against a DC equal to the result of your check or that concentration ends. |
Wielding Equipment Unbound adventurers normally have two hands available for purposes of interaction and manipulation. A shield, a spellcasting implement, a weapon, or another piece of equipment ready for use must occupy one of these hands unless it has the hands free property. It is not possible to ready another piece of equipment while both hands are occupied. Spellcasting while both hands are full is also impossible unless one of those hands is holding an appropriate spellcasting implement. Dropping an item on the ground nearby normally requires no effort. Yet stowing an item in a backpack, harness, sheath, or other container requires an adjustment. It is also normally an adjustment to draw a weapon or other handheld item. |
Acting Outside Your Turn You continue to participate in action sequences in the time between your turns. If you have not used your reaction during your turn, you can use it in conjunction with any appropriate trigger before the start of your next turn. Even without any special abilities, a creature capable of a melee attack can perform one as an attack of opportunity when another creature no more than five feet away moves to a position more than five feet away. Doing so uses that reaction. While most reactions are triggered by specific events, it is also possible to use your action on your turn to define your own trigger, allowing you to act outside your own turn if that trigger is satisfied. Your DM may also allow you to declare a readied action outside of any action sequence, surch as preparing to make good on a threat to attack any foe to draw a weapon. These readied actions sometimes serve as transitions between freeform play and action sequences. |
Tracking Hit Points Serious combat involves dramatic hit point fluctuations. While Hit Dice and spell slots tend to follow daily rhythms, hit points have an ebb and flow shaped by individual attacks or effects. Be prepared to record every change in this number as a function of the battering and bolstering your character experiences in combat. Experienced adventurers are gifted at avoiding tragic outcomes. Enormous monsters are nearly indifferent to ordinary slings and arrows. Yet any creature suffers severe injury upon losing their final few hit points. Normal healing is expressed as a quantity of hit points regained. This language is crucial. A creature cannot regain hit points beyond their maximum hit point value. Healing restores lost hit points rather than adding to the total. Regaining hit points has no effect on a creature already at maximum hit points. This is even in the results produced by regeneration. All abilities and effects that allow hit points to be regained only increase hit points up to the limit of a creature's maximum hit points. Temporary hit points are a seperate value bestowed by effects that allow uninjured combatants even greater resistance to bodily harm. Temporary hit points should be tracked separately from conventional hit points. Any effect that grants temporary hit points can only raise the current number of temporary hit points to the result of that effect. When an effect bestows fewer temporary hit points than a creature already has, it is possible to retain the greater value, but it is not possible to add one to the other. Temporary hit points are not cumulative. |
Subdual Adventurers often fight to the death. Many beasts and monsters never surrender once wounded. Sentries and soldiers sometimes favor quick clean kills to eliminate threats in battle. Mortal combat is the normal result of violence between strangers. Yet it is possible to fight with merciful intent. When a combatant strikes to subdue, a spell attack or weapon attack can be made with non-lethal intent. If your DM agrees the attack and damage type are suitable, you can perform a subdual attack. If that attack reduces a creature to 0 hit points, that creature does not gain a level of exhaustion and that creature has advantage on death saving throws until regaining at least one hit point. |
“Osiris may show mercy to our enemies. I will not.” — Turan Namdar, Serpian Soul Assessor |
Jumping Able-bodied characters can normally leap while moving. Traveling 10 feet during the same turn allows for a running start, allowing a creature to leap over a horizontal distance spanning a number of feet equal to 6 plus double that creature's choice of Strength modifier or Dexterity modifier. A vertical leap preceded by at least 10 feet of movement during the saem turn can reach a height in feet equal to 3 plus that creature's choice of Strength modifier or Dexterity modifier. Leaps without adequate prior movement are reduced to half those distances. |
Going Prone Creatures sometimes fall down or choose to deliberately lower their bodies, keeping as close to the floor or ground as possible. Prone characters are more difficult to target with ranged attacks, though they can be easier to strike with melee attacks. Attacks from a prone position are normally made with disadvantage. While prone, normal movement becomes crawling, with double the movement cost of walking upright. Rising from prone status requires performing an adjustment and using half of all available movement rates. Dropping prone requires performing an adjustment, though it has no movement cost. |
Falling Falling prone does not normally injure adventurers, even if a small plunge was also involved. Falling onto a solid surface from a significant height can cause significant injury. Falls greater than 10 feet cause a creature to land in the prone position. They also inflict 1d6 bludgeoning damage per 10 feet fallen, up to a maximum of 30d6. Falls onto especially soft surfaces might inflict reduced damage. Falls into deep water inflict no damage while sending the diver below the surface one third the distance fallen toward that surface. |
Attacks The basic mechanic of attacking involves rolling 1d20, applying modifiers, and comparing the result to the Armor Class of the target. If that result is equal to or higher than the relevant Armor Class, the attack hits its target and damage should be determined. An unarmed attack from an untrained person inflicts bludgeoning damage equal to Attacks can be categorized in multiple ways. Every attack is either melee or ranged. There are spell attacks, unarmed attacks, and weapon attacks. Natural weapon attacks are a sort of weapon attack made with a body part despite not qualifying as unarmed attacks. Melee attacks of all sorts cannot target cretures beyond their reach. If that reach is not specified, a melee attack can only strike targets no more than 5 feet away. Ranged attacks easily span longer distances, but they are made with disadvantage against targets no more than 5 feet away. Ranged weapons typically have both normal and long ranges, attacking with disadvantage against targets outside normal range yet within long range. Modifications to attack rolls and damage rolls are myriad. Attackers typically apply their proficiency bonus to attack rolls of all varieties in which they have applicable training. Most attacks made by adventurers will apply an ability score modifier to both attack rolls and damage rolls. Unarmed attacks and melee weapon attacks are modified by the Strength modifier except for attackers using Martial Arts or a weapon with the finesse property who choose to use their Dexterity modifier instead. Ranged weapon attacks are modified by the Dexterity modifier except when an attacker using a thrown weapon chooses to use their Strength modifier instead. Spell attacks normally apply a spellcasting ability modifier to attack rolls, and some do likewise with damage rolls. |
Baseline Equipment The listings that follow provide hard minima for value and weight, but there is much variation among individual wares. For normal equipment to perform as listed, it must be at least as heavy as the designated weight for that item. Materials and labor together must produce at least the listed cost in value to complete the crafting of an item. Yet costlier and heavier variations are not rarities. Additional weight provides no benefit save for greater burden when hauled away by enemies or opportunists. Additional cost can enhance the appearance of an item. Some decorative modifications, such as silvering a weapon or embossing a holy symbol onto an item, also provide enhanced capabilities. |
Arms Dealers The listed prices for fighting gear are the minimum payments expected by well-stocked merchants making legal sales. Even where laws do not restrict civilians or outsiders from this business, local authorities are often alerted about any notable purchases of combat equipment. Some outlaw organizations and secret societies are likewise informed despite lacking the official status of governments. For those who know where and how to inquire, organized criminal syndicates often offer an excellent array of contraband items – though their price may be a service rather than a fee. Many less sophisticated gangs sell arms and armor for coin, but they may pair limited selections with extremely inflated prices. People known for furnishing weapons to perpetrators of deadly mayhem are likely to be hunted by a variety of law enforcers |
BASIC WEAPONS | ||||
Weapon | Cost | Weight | Damage | Properties |
blowgun | 1 gp | 1 lbs. | 1 piercing | light, loading, missile (range 25'/100') |
crop | 1 gp | 1 lbs. | 1 bludgeoning | light |
crossbow | 25 gp | 5 lbs. | 1d8 piercing | loading, missile (range 80'/320'), two-handed |
cudgel | 1 sp | 1 lbs. | 1d4 bludgeoning | light |
dagger | 2 gp | 1 lbs. | 1d4 slashing | finesse, light, thrown (range 20'/60') |
dart | 5 cp | ¼ lbs. | 1d4 piercing | finesse, light, throwing (range 20'/60') |
dirk | 2 gp | 1 lbs. | 1d4 piercing | finesse, light |
greatclub | 1 sp | 10 lbs. | 1d8 bludgeoning | two-handed |
hammer | 2 sp | 2 lbs. | 1d4 bludgeoning | light, thrown (range 20'/60') |
handaxe | 5 gp | 2 lbs. | 1d6 slashing | light, thrown (range 20'/60') |
javelin | 5 sp | 2 lbs. | 1d6 piercing | thrown (30'/120') |
mace | 10 gp | 4 lbs. | 1d6 bludgeoning | — |
needle | 2 sp | ¼ lbs. | 1 piercing | light |
razor | 1 gp | ½ lbs. | 1 slashing | light |
rock | 1 cp | 2 lbs. | 1 bludgeoning | thrown (range 10'/30') |
quarterstaff | 2 sp | 4 lbs. | 1d6 bludgeoning | versatile (1d8) |
shortbow | 25 gp | 2 lbs. | 1d6 piercing | missile (range 80'/320'), two-handed |
sickle | 1 gp | 2 lbs. | 1d4 slashing | finesse, light |
sling | 1 sp | — | 1d4 bludgeoning | missile (range 30'/120') |
spear | 1 gp | 3 lbs. | 1d6 piercing | thrown (range 20'/60'), versatile (1d8) |
Weapon Properties |
entrap: This weapon incorporates features designed to hook targets or wrap around limbs. Such adaptations improve the effectiveness of special maneuvers like disarming or pinning enemies. finesse: This weapon is extremely well-balanced and precise. When you make a melee attack with it, you can replace your Strength modifier with your Dexterity modifier for purposes of rolling to hit and determining damage. light: This weapon is relatively easy to use or conceal. Characters of small or larger size can wield such a weapon with one hand. Wee folk can wield one light weapon with two hands. loading: Preparing to attack with this weapon takes so much time that it normally cannot launch more than one attack each round. missile: This weapon can only be used to make ranged attacks with ammunition. Each attack reduces a supply of arrows, bolts, bullets, darts, javelins, or needles. reach: This weapon adds 5 feet to the reach of melee attacks you perform with it. Thus in normal hands it is capable of striking targets up to 10 feet away with melee attacks. substitute: This weapon is capable of inflicting two damage types. Each attack can deal the standard damage type for that weapon or the indicated alternative. throwing: This weapon can be used to make melee attacks, and it can be thrown to make ranged attacks. thrown: This weapon cannot be used to make melee attacks. It can only be thrown to make ranged attacks. two-handed: This weapon can only be used to attack when wielded with two hands. Even then, creatures of small size have disadvantage on attacks with this weapon. versatile: This weapon can be wielded with one hand, though when two are used by a creature of medium size or larger, an improved damage die can be rolled for that attack. Strength/Dexterity: These physically demanding weapons automatically miss when a wielder attacks without an ability score of at least the indicated minimum. |
Hiring and Shopping Obtaining quality goods and services is especially easy in metropolitan areas where competing emporia dedicate much of their funding to impressive inventories of desirable items. Elsewhere it is not always possible to obtain a specific piece of legal merchandise within hours of seeking its purchase. Especially with regards to weapons and armor, the best quality is often the result of commissions issued to artisans. These efforts allow for the balance and fit of each piece to be precisely personalized. A proficient artisan working a full day at a temporary camp converts 25sp of raw materials into twice that value in finished goods. Thus well-supplied fletchers are expected to produce 100 arrows or bolts for each day of work. Likewise, an armorer in the field requires two days of labor to craft a shield sturdy enough to survive the strikes of many battles. The simplest steel swords also require two days of effort to produce, while ten days are needed to forge a reliable greatsword. These time requirements can be reduced by collaborations as well as dedicated facilities in appropriate buildings. Even so, having goods made to order is not an instantaneous process. Armorers and weavers often conduct extensive measurements of clients' bodies. The limbs of bows must rest overnight, sometimes repeatedly, before holding functional shapes. A project like a suit of full plate armor might keep all the workers at a thriving smithy busy for more than a month. Major endeavors allow more artisans to collaborate by working in parallel on individual components, but seasoned hands must oversee the group to achieve proper assembly and verify equipment is fit for rigorous service. Your DM should be able to specify the availability of non-magical equipment in your campaign. Extended downtime in a large city normally allows characters to obtain whatever legal goods they are willing to purchase at the standard price. Variations might be caused by anything from local surges in demand to regional shortages of essential supplies. Foreign imports, illicit transactions, and personal commissions are all possibilities for characters employing the wherewithal to make appropriate arrangements. Gearing up on short notice may require paying a premium even if negotiations are successful. |
PERSONAL AMMUNITION | ||||
Item | Cost | Weight | Weapons | |
arrows (per 20) | 1 gp | 1 lbs. | bows | |
bolts/quarrels (per 20) | 1 gp | 1½ lbs. | arbalests, crossbows | |
bullets/pebbles (per 20) | 4 cp | 1½ lbs. | slings | |
needles (per 20) | 1 gp | 1 lbs. | blowguns |
MILITARY WEAPONS | ||||
Weapon | Cost | Weight | Damage | Properties & Requirements |
arbalest | 100 gp | 9 lbs. | 1d10 piercing | loading, missile (range 150'/600'), two-handed, Strength 15* |
atlatl | 1 gp | 1 lbs. | 1d6 piercing | loading, missile (range 60'/240') |
bagh nakh | 5 gp | ½ lbs. | 1d4 slashing | hands free, light, Dexterity 13 |
battleaxe | 10 gp | 4 lbs. | 1d8 slashing | versatile (1d10) |
bec de corbin | 25 gp | 5 lbs. | 1d10 piercing | reach, substitute (bludgeoning), two-handed |
broadsword | 30 gp | 4 lbs. | 1d8 slashing | substitute (piercing) |
catch pole | 12 gp | 6 lbs. | — | entrap, reach, two-handed |
chakram | 5 gp | 1 lbs. | 1d6 slashing | throwing (range 100'/300'), Dexterity 15 |
flail | 10 gp | 2 lbs. | 1d8 bludgeoning | entrap |
gauntlet | 5 gp | 1 lbs. | 1d4 bludgeoning | hands free, light |
glaive | 20 gp | 6 lbs. | 1d10 slashing | entrap, reach, two-handed |
greataxe | 30 gp | 7 lbs. | 1d12 slashing | two-handed, Strength 13 |
greatbow | 75 gp | 4 lbs. | 1d10 piercing | missile (range 180'/720'), two-handed, Strength 15 |
greatsword | 50 gp | 6 lbs. | 2d6 slashing | two-handed, Strength 13 |
halberd | 20 gp | 8 lbs. | 1d10 slashing | reach, substitute (piercing), two-handed |
75 gp | 2 lbs. | 1d6 piercing | light, loading, missile (range 30'/120') | |
hatchet | 5 gp | 2 lbs. | 1d6 slashing | light, substitute (bludgeoning), |
lance | 10 gp | 4 lbs. | 1d12 piercing | reach, two-handed** |
Weapon | Cost | Weight | Damage | Properties & Requirements |
longbow | 50 gp | 3 lbs. | 1d8 piercing | missile (range 150'/600'), two-handed, Strength 13 |
longsword | 15 gp | 3 lbs. | 1d8 slashing | versatile (1d10) |
maul | 10 gp | 10 lbs. | two-handed, Strength 13 | |
morningstar | 15 gp | 4 lbs. | 1d8 piercing | — |
net | 1 gp | 3 lbs. | — | entrap, throwing (range 10'/30') |
pike | 5 gp | 8 lbs. | 1d10 piercing | reach, two-handed |
poleaxe | 20 gp | 6 lbs. | 1d10 slashing | reach, substitute (bludgeoning), two-handed |
rapier | 25 gp | 2 lbs. | 1d8 piercing | finesse |
sabre | 25 gp | 2 lbs. | 1d6 slashing | light, substitute (piercing) |
scimitar | 20 gp | 2 lbs. | 1d6 slashing | finesse, light |
scythe | 10 gp | 6 lbs. | 1d10 slashing | reach, two-handed |
shortsword | 10 gp | 2 lbs. | 1d6 piercing | finesse, light |
shuriken | 5 sp | ¼ lbs. | 1d4 slashing | finesse, light, throwing (range 20'/60'), Dexterity 13 |
spetum | 10 gp | 8 lbs. | 1d10 piercing | entrap, reach, two-handed |
trident | 5 gp | 4 lbs. | 1d6 piercing | entrap, thrown (range 20'/60'), versatile (1d8) |
war pick | 5 gp | 4 lbs. | 1d8 piercing | substitute (bludgeoning) |
warhammer | 15 gp | 4 lbs. | 1d8 bludgeoning | versatile (1d10) |
whip | 1 gp | 3 lbs. | 1d4 slashing | entrap, finesse, reach |
Weapon | Cost | Weight | Damage | Properties & Requirements |
* Cranked arbalests lack this requirement, but an action must be used to ready these weapons before loading. ** In mounted combat it is possible to attack with a lance couched underarm and held in one hand. |
Archery Policy Community attitudes about archery are varied in the extreme. Some authorities outlaw any civilian use of missile weapons, confining all legal shooting to the aristocracy and military. Others actively sponsor public archery competitions, both to promote a more defensible homeland and to support trades enriched by hunting. The availability of bows, crossbows, and munitions from local vendors also varies in this way. Upstanding merchants are unlikely to defy bans or regulations requiring official license. Simply loosing an arrow or bolt in a crowded place may be a serious crime, regardless of intention. Yet harrowing displays of precision shooting sometimes serve as popular entertainment. Proven heroes are often welcome to seek licenses for the carry and use of otherwise restricted weapons. Popular heroes may generate pressure to be granted such privileges without any fees or tests. While wilderness exploration and dungeon delving often occur outside any legal oversight, adventurers in modern towns or cities do well to learn local laws and customs, respecting them when possible. |
Buying Weapons Each of the most lucrative trades in some cities is dominated by a single guild. Even in towns and villages, artisans in the same line of work tend to be well-acquainted. After all, they share a common set of needs and challenges if not also customers. In jurisdictions where governments encourage independent leatherworkers, smiths, and woodworkers to sell weapons without restriction; local authorities may investigate new customers or anyone stockpiling arms. In many realms it is a serious crime to provide armor or weapons to outlaws. Adventurers should be mindful of this as they outfit themselves. A political patron might be able to provide quality supplies at little or no expense. No such support is available to newcomers suspected of working for a hostile or renegade cause. Area vendors may be unwilling to accept such customers. Trade in weapons and armor is uniquely sensitive to these concerns. Suppliers anywhere near an ongoing military conflict might be forced into exclusivity agreements with one faction or another. Without military or aristocratic connections, it is sometimes difficult to buy most weapons. In addition to the criminal underworld, there are well-known workarounds. Wood elf tribes are often willing to sell arrows, bows, and swords to visitors able to show consistent respect for the forest itself. Their traders rarely traffic in bulk goods, but high prices are paired with excellent quality. Many dwarven outposts also offer excellent wares while doing business with any visitors willing to honor the local protocols of fair trade. Some even offer incentives for customers to pay with shipments of fresh food and drink rather than conventional currency. |
Carrying Weapons Equipment bundled up inside a pack or case is not evident to onlookers, but it is also not available until extracted from that container. Weapons normally must be carried or worn in a plainly visible manner to be ready for access in time of need. Some adventuring parties rig for urban adventures by stowing their most fearsome weapons as cargo and adopting the personae of travelling merchants or scholars. Though this allows the group to do business without spreading fear among civilians, it also leaves adventurers less prepared to deal with any sudden outbreak of violence. Becoming deputized by local constables or licensed by their aristocratic superiors solves this problem. The sight of authorized weaponry tends to support, rather than undermine, a sense of security among the general populace. Powerful magic provides an alternative, allowing weapons to instantly teleport from a secure container to a position ready in hand. Mechanical options exist as well, such as an undergarment harness capable of extending and retracting light weapons from places of concealment. Skilled individuals can attempt this trick purely by Sleight-of-Hand. |
Fillagree and Inlay Wealthy individuals often flaunt what they have by adorning weapons and armor with precious metals. Many of these techniques preserve the original shape of functional gear. Either tiny pieces of new metal are fused into crafted carveouts, or alchemical pastes are applied through stencils to dissolve steel and deposit another metal in its place. These embellishments often feature elaborate shapes incorporating natural, personal, political, or religious iconography. Of course, none of this is cheap or easy. A jeweller must collaborate with an alchemist or smith to perform this work. Painstaking precision allows these changes to have no negative impact on the damage-dealing, handling, and protective performance of items. Some even function as enhancements, mostly by boosting receptivity to enchantment. Yet one popular procedure, silvering, substiantially improves the damage weapons inflict on certain sorts of shapechangers. 100gp is the standard fee urban guilds charge for applying silver to a heavy bludgeon or long blade. Most weapons with the light property can be silvered for half that price, while a dart or a single piece of ammunition is normally silvered for 10gp. Even wooden bludgeons can be silvered through the addition of metal bands, studs, By contrast, gilt gear features thinner deposits of precious metal spread across more area. This eyecatching adornment can be accomplished with only a little greater expense than silvering, but it conveys no benefit when fighting shapechangers. The routine wear and tear of adventuring quickly degrades the quality of this feature. Travelling with mutiple artisans and their costly supplies is essential to maintain gilding on arms or armor actively used throughout a violent campaign. Some leaders believe these displays of riches inspire onlookers. Yet many warriors see gilt equipment as fit only for parades – unsuitable for serious soldiers. When well-kept, the shimmer of these items certainly adds an element of pageantry to an arrival. Simultaneously arms and jewelry, gleaming golden gear may pass for decorative fashion rather than functional fighting equipment. Scoundrels sometimes bear gilded items to claim higher status along with privileges they are not entitled to by law. |
Weapon Accessories Merchants often give basic yet serviceable harnesses, scabbards, sheaths, and quivers to weapon buyers in need. Some adventurers prefer to purchase and wear bespoke goods of this sort. Each of these items keeps weaponry at the ready while minimizing the clattering sounds of motion. Many also cover sharp edges and points to prevent incidental injuries during rough and tumble action amidst allies and bystanders. Even in communities where their ownership is unregulated, drawing and wielding any weapon is a menacing act. Between battles, adventurers must take good care of this crucial equipment. Not only do used blades require sharpening, but many metal items benefit from thorough cleaning and a little mineral oil after any use. Corrosion can occur quickly from ordinary handling. The rigors of a challenging campaign do even more to bloody, dent, and otherwise damage crucial gear. Proficiency with any sort of equipment conveys the ability to effectively maintain and repair those items, preserving function despite heavy use. |
Equipment Combinations Some forms of non-magical equipment can be fused, incorporating the functions of multiple items into a single possession. Though armors, shields, and weapons are often involved in these combinations; these items can only be combined with each other through the installation of one lining Holy symbols can be painted on or carved into a wide variety of equipment. Shields and armor, including items with the partial property; join books and clothing as items prosperous worshippers often adorn in this way. Shields may also double as mirrors, though it can be arduous to maintain large non-magical silver surfaces. Items like a chain or a rope might be usefully incorporated into a backpack or bag. Affixed ropes also allow for the retrieval of thrown fishing weapons such as nets, spears, and tridents. Items that do not function primarily as containers cannot hold much, but incorporating a secret compartment can be as affordable as adding a small pouch to the combination. In cities where skilled artisans of all sorts are easily commissioned, adding 5gp to the sum of the costs of the items involved can be enough to create whatever fusions your DM approves. This work also requires at least a day or two of labor, as ready-made equipment combinations are rarely available at public markets. These blends do not create any capabilities beyond those their constituent items originally possessed unless specified in the description(s) of either or both items. |
Alloyed Arms Nearly all modern purchases involving metal items intended for combat feature steel of respectable quality. Dwarves and humans alike make heavy use of coal-fired furnaces to process raw iron into metal that balances durability with flexibility. Steelmaking processes are as diverse as the shapes of polearm heads. Reliable results are the norm because succinct guides blending both ancient and modern smithing lore have become popular literature. Simply reading an excellent specimen of these books does not make a blacksmith. This knowledge provides a foundation atop which trained practitioners adapt and innovate. From the prevailing climate to the qualities of available ore, many small adjustments allow competent artisans to make fine steel from local precursors. Of course, imported metal is also an option, especially in regions with few productive mines. Some smiths focus exclusively on finishing blanks – prefabricated pieces started by colleagues or die cast at foundries. |
Cultural Variations These fifty-six weapon categories are functional in nature. Other names and styles can be applied to weapons in these categories. For example, a sort of knife known as a stiletto performs the same role as a dirk. It is not necessary to answer a complicated cultural question like, "is a stiletto a type of dirk (or vice versa)?" to record the appropriate information for a weapon in that category. Thus a stiletto is treated like a dirk for gameplay purposes. As always, defer to the rulings your DM makes about the damage, handling, and other properties of weaponry in play. |
ARMOR & ACCESSORIES | |||||
Armor | Cost | Weight | Armor Bonus | Armor Type | Properties & Requirements |
battle dress | 3,200 gp | 75 lbs. | +9 | heavy | noisy, reduce (slashing 2), Strength 15 |
breastplate | 400 gp | 20 lbs. | +4 | medium | partial, quick |
brigandine armor | 200 gp | 60 lbs. | +7 | heavy | bulky, Strength 15 |
buckler | 8 gp | 3 lbs. | +1 | shield | hands free, nonmetallic*, quick |
chain armor | 75 gp | 55 lbs. | +6 | heavy | noisy, Strength 13 |
chain shirt | 50 gp | 20 lbs. | +3 | medium | noisy, partial, quick |
feymesh armor | 4,400 gp | 9 lbs. | +5 | light | nonmetallic |
feymesh lining | 4,500 gp | 9 lbs. | +1 | insert | nonmetallic |
field dress | 2,000 gp | 40 lbs. | +6 | medium | noisy, reduce (slashing 1), Strength 13 |
helm | 10 gp | 5 lbs. | +1** | medium | nonmetallic*, partial, quick |
hide armor | 5 gp | 15 lbs. | +2 | medium | nonmetallic |
lamellar armor | 600 gp | 35 lbs. | +5 | medium | bulky, nonmetallic* |
laminar armor | 900 gp | 45 lbs. | +7 | heavy | bulky, noisy, reduce (slashing 1), Strength 13 |
leather armor | 10 gp | 10 lbs. | +2 | light | nonmetalic |
leather coat | 10 gp | 7 lbs. | +1 | light | nonmetallic, partial, quick |
padded armor | 5 gp | 8 lbs. | +1 | light | bulky, nonmetallic, reduce (bludgeoning 2) |
padded lining | 10 gp | 8 lbs. | — | insert | bulky, nonmetallic, reduce (bludgeoning 2) |
pavise | 30 gp | 15 lbs. | +2 | shield | bulky, nonmetallic*, quick |
plate armor | 1,500 gp | 65 lbs. | +8 | heavy | noisy, reduce (slashing 2), Strength 15 |
ring armor | 30 gp | 40 lbs. | +4 | heavy | noisy |
scale armor | 50 gp | 45 lbs. | +4 | medium | noisy, nonmetallic* |
shield | 10 gp | 6 lbs. | +2 | shield | nonmetallic*, quick |
silk armor | 500 gp | 4 lbs. | +1 | light | nonmetallic, reduce (piercing 2) |
silk lining | 550 gp | 4 lbs. | — | insert | nonmetallic, reduce (piercing 2) |
studded armor | 45 gp | 13 lbs. | +3 | light | nonmetallic* |
*This item is normally fashioned with metal, but nonmetallic versions can be obtained. **This bonus only applies while wearing other armor with the partial property, light armor, or no body armor at all. |
Types of Armor Anyone is capable of wearing any type of armor. Most adventurers limit themselves because using protective gear without the appropriate proficiency makes all spellcasting impossible while preventing players from applying their proficiency bonus to attacks of any kind. Thus many travellers cultivate personal comfort with leathers rugged enough to have some defensive value even against blades and tusks. Like other forms of light armor, these suits of leather do little to weigh down wearers or restrict movements. Some forms of light armor are acceptable attire even at the most peaceful gatherings. Medium armor is considered combat equipment. It tends to feature compromises balancing protection with mobility. Wearers enjoy limited benefit from their own agility paired with solid coverage over vital areas. Rank and file soldiers are often equipped with this gear, while heavy armor is reserved for specialized troops. Veterans of those forces often go on to become fighters or paladins – proficient with all widely-used arms and armors. Heavily armored combatants rely much more on blocking aggression than evading it, being clad with some sort of metal from head to toe. While it is not possile to wear more than one suit of light, medium, or heavy armor; an insert is designed to be installed inside an item of medium or heavy armor that does not have the partial property. Each suit can only feature one insert at a time. Though it is possible to wield more than one shield at once, only one contributes to the Armor Class of that wielder. Each shield occupies one hand as if it were a weapon. Some warriors learn to deal damage with these primarily defensive items. It is not possible to wear more than one helm at once, though this armored headgear can offer coverage of a vital area otherwise exposed by light or partial suits of armor. |
Armor Properties |
bulky: This armor is cumbersome well beyond the burden of its weight. While wearing it your speed is reduced by 5 to a minimum of 10. The wearer also has disadvantage on all Acrobatics and Athletics checks. noisy: This armor features many solid pieces that clatter or jingle during normal movements. While wearing it you have disadvantage on all Stealth checks related to sneaking. nonmetallic: If this armor does not normally feature negligible metal content, then some variants made without metal deliver standard performance. Crucial druid abilities are not compatible with any attire featuring more than a small amount of metal. partial: This armor does not cover the entire body. Other garb, if any, should be visible to observers. quick: This armor is extremely easy to wear and remove. A single action with two free hands is sufficient to go from holding this armor to wearing it or vice versa. reduce: This armor provides excellent protection against a specific damage type. Each time you suffer damage of that type while wearing this armor, reduce that hit point loss by the listed number. Strength: These weighty suits can be especially cumbersome. Even if proficient with heavy armor, wearers with a Strength below the indicated value are considered non-proficient while wearing it. |
Sizing Armor Armor feels and looks best when fitted to the form of a specific individual. Armor designed for creatures of the same general size will function normally when worn by others. Heavier suits typically feature adjustable segments and straps to accommodate afflictions and injuries. Appropriated armor might be seem a poor fit in the eyes of astute observers, but anyone of the same general size proficient with that type of armor will know how to rig it for effective personal protection. Aside from shields, armors designed for small combatants weigh half as much as the standard for that type. Cost remains the same, as superior materials and reinforcement techniques must be used to achieve the same level of personal protection. These suits cannot be adjusted to cover combatants of either medium or tiny size. Armor meant to be worn by wee folk is one-fifth the standard weight while offering standard protection at standard cost. It cannot be adjusted to fit creatures of small or larger size. |
Wearing Colors Most modern armies moderate the chaos of battle with vivid armbands, cloaks, headbands, tabards, and/or tunics. Imperial forces and other well-funded organizations tend to sport uniform armor and garb. Other armies are often composed of recruits bearing their own armor and weapons in battle. Equipping every loyalist with a colorful accessory reduces the frequency with which friends are mistaken for foes. This practice is also evident in unconventional conflict zones, like urban gangs strugging for territory. Outsiders sporting the wrong color could be mistaken for enemy combatants. Trouble sometimes follows from wearing a friendly color while lacking any affiliation with the associated faction. Powerful enforcers will be sent against individuals known for infiltrating a group or simply defying the will of a wartime leader. Civilians often regard a number of colors as meaningful identifiers. Some urban guilds reserve a specific hue for the garb of their personnel, and aristocratic houses may do likewise. Like crests and emblems, signature colors provide a visual way to indicate belonging. Local governments may enforce exclusivity as a way to protect the integrity of elite institutions. Adventuring equipment often features bare steel, undyed textiles, |
Wearing Armor Most protective garb is not donned as simply as ordinary clothing. A proficient user entirely dedicated to gearing up as quickly as possible requires Frantic removal of armor requires much less time regardless of proficiency. Each doffing action taken with two free hands reduces the Armor Bonus of a suit by 1. It is entirely removed when that bonus diminishes to 0. Armors with the quick property are exceptions to these rules. Such items can be entirely donned or doffed by taking a single action with two free hands. |
Substandard Equipment Adventurers know when an item they are able to use proficiently functions as well as normal versions of that equipment. This does not rid the world of all inferior goods. Buyers seeking such wares often need not look far to find them. Tiny communities tend to employ primitive technology covering gaps in the specialties among local artisans. Internal corruption or a resource shortage can drive some workshops to utilize cheaper materials. Deficiencies might include decreased accuracy, increased weight, reduced damage, and reduced protection. Some inferior goods require constant upkeep. Items that are badly crafted or fashioned from substitute materials might even break outright during ordinary use. Characters are aware of these inadequacies in items they can use proficiently. Even after handling merchandise, assessing the reliability of less familiar equipment is often about the integrity of the vendor more than the capabilities of the gear. There are rare instances where substandard equipment is desireable. Wooden swords naturally inflict reduced damage, making them ideal for training inexperienced students. Surplus weight can make weapons less desirable to thieves as well foes low in strength. Inferior weapons might lack the entrap, finesse, hands free, light, reach, substitute, thrown, and versatile properties. Inferior armor might lack the quick and reduce properties. Substandard gear retains all properties that provide no explicit benefit. |
Concealing Armor If it is not bulky, light armor can be worn underneath conventional clothing. Provided those clothes are not particularly revealing and their fit is adjusted properly, the armor within is not at all apparent to observers. Medium armor that is not bulky can also be concealed, though this requires outerwear like a greatcloak or a full robe. Some helms can be covered by hoods. Heavy armor features even greater coverage and massive reinforcing components. Whether or not it is bulky, the wearing of heavy armor cannot be hidden by nonmagical means. |
Tactical Refreshments When a beverage, pill, potion, or morsel of food is already in hand; anyone who is not muzzled can consume this item by performing the Activate action. It is likewise possible to serve such an item to a willing creature within reach by way of the Activate action. This is a decisive and swift approach to ingestion. Various alchemical, magical, and medical items have immediate effect when consumed in this way. Many adventurers wear pouches or even bandoliers to keep such supplies conveniently arrayed. |
Wages Early in the Age of Heroes, schillings, a.k.a. shills' coins, were a common form of silver piece circulating throughout western Mainland. At that time a single piece of silver was enough to hire an ordinary laborer for a full day. Though populations have risen, economies have expanded to an even greater degree. Two silver pieces is now the standard payment offered to jobless hopefuls seeking a day's work with a labor crew. Materialistic folks often set their sights higher, with some regarding two gold pieces as the lowest "respectable" wage. Artisans and soldiers typically enjoy that level of compensation. More lucrative work typically follows from individual negotiations, with specialists rising through organizational ranks whhie celebrities and spellcasters make the most of personal reputations. |
Toolkits Most manufactured goods are produced by residential artisans or laborers in dedicated workshops. Yet crafting work does not require these facilities. Toolkits function as coherent bundles of tools and supplies suffciency for accomplishing a particular range of tasks. They make it possible to produce finished goods even at relatively modest campsites. Most toolkits are packed into a purpose-made handbag, harness, or carrying case. They tend to contain at least one razor and at least one needle. The value of a toolkit is diminished by the value of expended materials until those materials are replenished. This usage can continue until a kit has been reduced to one-fifth of its original value. Appropriate spending at a vendor of such toolkits is usually sufficient to resupply a depleted kit. |
Crafting Materials Different varities are crafting materials are obtained in different ways. Forests are an ideal place to forage for materials of use to cooks, leatherworkers, weavers, and woodworkers. Dedicated farms and plantations can generate great quantities of these materials. Yet alchemists, cartographers, calligraphers, painters, and tinkers rely heavily on materials crafted by others. Local institutions sometimes achieve a form of region or national distinction by mass producing a component or pigment unlike any other in widespread distribution. Most artisans work with some combination of manufactured and foraged materials. Any smith can convert a campfire into a furnace capable of smelting small quantities of steel from iron-rich sands or crushed iron ore. Yet such raw materials are not always easy to find, and this approach is laborious. Thus many smiths instead work with ingots if not also unfinished blanks produced at foundries. Likewise any woodworker can produce staves of wood from living trees of suitable varieties. Yet many instead select staves from vendors at markets or sylvan outposts. Non-magical crafting materials need not be documented beyond noting their weight and value. This reserve is useful for producing any goods associated with the proficiencies and toolkits brought to bear on a project. With that in mind, your DM may limit the amount of materials an individual might add to their reserve from a single source. A calligrapher might fill a library with scrolls written on a single type of paper, and a weaver might clad a village in garb from a single type of cloth; yet even these goods require small amounts of additional supplies. In cases like alchemy and herbalism, any major resupply should draw from a variety of sources or at least a vendor offering a wide selection of relevant wares. |
Skill Proficiency Proficiency indicates systematic practice and/or training that can dramatically improve perfomance with a particular skill. Every character has a passive value for each skill as well as the ability to attempt some sort of skill checks with each. Being proficient in a skill allows you to add your proficiency bonus to checks utilizing that skill as well as the passive value of that skill. For some skills, proficiency also opens up a range of specialized techniques that are simply impossible without that proficiency. Characters typically begin play with proficiency in six to eight of the seventeen available skills. |
Core Skills Skills are central to the practices and techniques of adventurers. Each class finds two to four skills indispensible. Proficiencies in those skills are attained in the process of entering a class, and they must be retained to reliably use features of that class. Knowledgeable individuals can make inferences based on these particulars. All barbarians and rangers have some idea how to follow tracks. All clerics, druids, and monks know sensible techniques for treating wounds. All bards and paladins understand what words might pacify an angry crowd. Just about any competent adult can benefit from sufficient training in the lore and methods of an adventuring class. Continued improvement of these core skills is essential to advancement as an adventurer. Fighters must constantly cultivate personal fitness while also becoming better able to physically dominate others. Wizards must frequently contemplate both modern enigmas and past events to grow as practitioners. Bards must do likewise while also honing their talents for the performing arts and public speaking. The core skills of each adventuring class serve as a foundation from which more rarified abilities can be cultivated. |
Supplemental Skills Gaining a skill is a significant piece of a character's development as an adventurer. Few characters will ever be proficient in more than ten skills, and proficiency with all seventeen is fantastically rare. When an adventurer gains proficiency in a skill they already have, this redundancy is resolved by gaining proficiency with a supplemental skill. Most character classes support six to eight supplemental skills. Bards can treat any skill they are not already proficient with as a supplemental skill. As adjuncts to the core skills of each class, supplemental skills convey no special benefits to characters lacking proficiency. Yet they serve as a way adventurers can continue to advance their abilities when a background, class, feat, race, or subclass selection conveys a duplicate skill proficiency. |
Passive Skill Values While skill checks can be adjusted by any single attribute modifier if the DM approves a relevant plan of action, passive skill values are always modified by one specific attribute indicated in the heading atop the description of that skill. Though a passive skill value might also involve bonus(es) related to proficiency and other features, it is not as variable as the modifiers associated with skill checks. Adding the applicable attribute modifier, proficiency bonus (if any), and other modifiers (if any) to a value of 10 determines the passive value of a skill. Some of these passive values determine the DC of opposed skill use. In these cases that DC is effectively one higher than that passive value. For example, to avoid being seen or heard, a Stealth check must exceed the highest passive Perception among all potential observers. A Deception check must exceed the highest passive Insight in the other party to be received as an earnest factual claim. An Athletics check must exceed the target's passive Acrobatics to establish a wrestling hold. Overcoming a passive skill with an active skill requires beating, rather than matching, that passive skill value. |
Difficulty Class Success or failure with a skill check is a function of meeting or exceeding the Difficulty Class of that check. In many cases this DC will be written into the content of an adventure, like the description of a prepared encounter or the details of a trapped room. It might instead be derived from other numbers, like the highest passive Perception in a group of sentries or the result of a previous skill check used to establish a grab. Some skill checks do not fit into either category, instead requiring your DM to determine an appropriate value while adjudicating play. Of course, your DM remains free to declare a task impossible or to allow it to succeed without any skill check. Otherwise that DC should be reckoned with respect for the nature of the task at hand as well as the circumstances surrounding that challenge. For example, using a rope and a tree to secure a mount would not normally challenge a competent adventurer, but the same task in the thick of a heavy storm that periodically spooks said animal escalates the applicable difficulty. Every group will find their own preferred balance between meticulous deliberations and swift gameplay. Often, a party rallies their resources to address any risk of failure. While this can eliminate the need for a skill check, it is to be encouraged. Playing out this process reflects a serious effort to safeguard the broader mission from the pitfalls of transitory struggles. Dice need not be rolled to makke it satisfying for a party to muster accumulated equipment and training in a group effort. Conversely, groups that could eliminate risk and instead allow it should endure consequences if a skill check ends in failure. This might range from wasting the materials and time dedicated to a crafting effort to gaining level(s) of exhaustion during a desperate struggle to survive in a desolate place. |
“This is one small step for a gnome and one giant leap for gnomekind.” — Landri Thunderfeld, lunar explorer |
Non-proficient Checks Proficiency is not needed for many applications of skills. Characters can attempt the appropriate ability check and possibly succeed in unskilled efforts. Individual skill applications will expllicitly note when only proficient users can perform that effort. Yet skills are unusual in this regard. Tools and toolkits are useless in the hands of people lacking proficiency. Individual components like razors and hammers might still be wielded to good effect; but the crafting, mending, and problem solving capabilities of toolkits require specialized knowledge for any technical endeavor. |
Social Roleplaying Different groups take different approaches to managing the relationships between PCs and NPCs. Provided that players are serious about portraying their characters, limitations and all, there is nothing wrong with resolving social interactions through the free flow of improvised roleplaying. Quality characterizations reflect the totality of characters as they exist in the game. For tables that do not delight in that approach, it is also possible to resolve social interactions as mechanical processes. Instead of obligating the players of well spoken characters to be spontaneously well spoken in their own right, tests of a character's personal influence can be adjudicated with skill checks. Rigor varies in the relationship between what players say spontaneously in conversation with NPCs and what their characters say in the actual encounter. Normally there is a blend of approaches at work here. Even the most mechanical methods should reward especially clever comments and penalilze especially problematic claims. Yet even the most freewheeling methods of resolving social interactions should be limited by the skills and abilities of participants. Good faith is essential when eschewing concrete social mechanics. The most guileful portrayals only merit success when paired with guileful characters. Likewise, skill checks indicating great successes might be undermined if the comportment of characters is clearly incompatible with those outcomes. |
Skill Assistance Many situations allow an adventurer to perform a skill check with advantage due to effective assistance from another member of the party. This normally requires the assisting character to be in a position to provide useful help. That is a function of reach when it comes to tasks like disarming traps or treating ailments. Greater distances can support assistance, such as is the case with social skills effectively supported by companions able to hear and be heard in the ongoing conversation. Assistance implies a secondary role – merely providing an extra pair of hands or a smattering of verbal reinforcement. Proficiency in the appropriate skill is always required when it is also required to perform the task at hand. Yet in canvassing, foraging, wrestling, and many other efforts; unskilled individuals are usually able to provide useful assistance. The Enhance Assistance cantrip can be used to provide a further bonnus during these collaborations. Assisted skill checks are opportunities for the party to come together during events that might otherwise focus exclusively on an individual member. |
Skill Batches Sometimes gameplay is improved by consolidating a collection of skill checks into a single roll made without assistance from others and/or against a slightly higher DC. This makes it possible to quickly settle matters like preparing all the animals of a caravan to rest for the night or maintaining control of a companion animal while completing a long journey. A successful roll indicates consistent success across a batch of skilled tasks that would take much longer to resolve individually. Failure indicates a complication following from a significant error associated with some portion of that batch. This consolidation may also result in some time savings. Watering horses one by one is sure to take longer than leading a train of them to a healthy stream. Inspiring a crowd of hired workers to support a cause demands less time than addressing each individual in series. These batch efforts should be more difficult then dealing with a single constituent of the group. Other batches amalgamate events spread across time. Gameplay sometimes requires tackling serial challenges one by one, such as a quest to unravel mysteries at an ancient temple or the need to conduct individual interview with criminal suspects. For tasks both routine and repetitive, like busking for a full day rather than one hour at a time or donning cold weather gear daily throughout a lengthy journey, a batch skill check is an expeditious way to determine meaningful results. |
Mechanical Rigor Different groups will favor different levels of compliance with the rules of the game. Flexibility is problematic when it leaves players unclear about the expectations of their DM. Yet inflexibility becomes problematic when excessive time is dedicated to resolving trivial details. As with so many other things, a group should be able to optimize a suitable balance through clear communication. For example, some groups meticulously track carried weights with increments as small as individual coins. Others might reckon encumbrance penalties only when adding a massive haul of additional material to their collective burden. Skill checks also see variety in their adjudication. For example, making and breaking camp can involve extensive routines of foraging, cooking, patrolling, setting alarms, etc. A streamlined approach with rests involving little more than some random risk of encounters with wandering creatures is neither clearly right nor clearly wrong. If methodically engaging with the mechanics of wilderness survival is fun for the whole group, it can enrich routine travels. If those mechanics stand in the way of other fun, there is no harm in setting them aside under ordinary circumstances. |
Skill Fumbles Even where a skill check roll of 1 does not trigger an outcome with harsh consequences, it represents a remarkable moment of personal ineptitude. That sometimes leads to complications beyond failure to complete the original task. Skill checks normally do not carry any high risk of negative consequences, but there are cases where a result of 1 on the d20 rolled for a skill check leads to significant harm. From self-poisoning with a foraged meal to provoking the hostility of a large audience, fumbled skill checks can inject a measure of misadventure into ongoing adventures. A fumbled effort to resuscitate or stabilize a dying person have the same effect as if that person failed a death saving throw. |
Repeated Efforts Skill check failure indicates meaningful time must pass before the same effort can be attempted anew. Because even the briefest increments are crucial when treating a dying comrade, a failed resuscitate or stabilize effort can be repeated after the start of your next turn. Other applications of the Medicine skill typically cannot be repeated until both the practitioner and the recipient have completed a long rest. The long rest standard might also be appropriate for tasks like searching an area or disarming a trap. This often depends on highly variable particulars. Your DM might have sound reasons for ruling that repetition requires a lengthier waiting period or even that no further efforts can follow a single failure. Social skills often work like this. People can become set in their course once they have been made to declare a position for or against a specific cause. Likewise, many traps that activate could only be disarmed if they were first reset. Tracking follows a sort of middle ground, with each passing day increasing the relevant DC as a function of traffic and weather across the relevant ground. There is no non-magical way to follow a sufficiently old trail left by another creature. In other cases a new skill check might require a change of venue. Poor busking results in one community do not prevent fresh efforts in a different neighborhood or village after relocation. Likewise a failed research effort might bear repetition after obtaining access to relevant references or a proper library. |
Novel Applications Skills have uses beyond those explicitly detailed herein. There are two paths that often lead to an original application of a skill. Some challenges arise without any guidance about their technical details. Your DM may adjudicate such a situation by presenting the group with an appropriate skill check and DC. Instead everyone involved might discuss technicalities until arriving at mutually agreeable ruling. Yet in all these cases it is effectively the DM's idea to allow a skill to be used in this way. The other path sees a player unexpectedly proposing a novel application for a skill. A wise DM allows a moment of clear reflection before approving any such effort. Especially when dealing with a highly experienced character sporting an impressive bonus, it can be easy to blur the line between a skill and a superpower. Tactics useful for advancing play through a complicated moment can go on to become routine expectations. Your DM should always address whether a skill check is a stunt unique to the moment at hand or a technique with broad applications for future skill use. Across the span of lengthy campaigns, groups tend to evolve their own refinements on the use of skills. During this process it is crucial to be mindful of the idea that the motions and speeches guided by skills are not inherently magical. Circumstances often introduce huge variations to DCs. They can also outright prevent skill use, such as when a freshly blighted wasteland offers zero foraging opportunities or an alien faction is not associated with any historic writings shelved on this plane of existence. Extraordinary training might give someone a chance at tucking and rolling so as to rise unharmed after stepping off a third story ledge, but it should not be a complete substitute for the Feather Fall spell. |
Influential Performers The Performance skill is a measure of how artfully an individual can dance, play, sing, and speak. Normally it has no direct relevance to interpersonal negotiations. Aside from settling questions about the abilities of performing artists, exercises of the Performance skill provide no information that could not be delivered with plain speech. Your DM may support Performance checks to improve the moods of an unreceptive audiences or establish the quality of ongoing entertainments, but these rolls seldom serve to settle a conflict with NPCs. Using Performance to make others more willing to consider subsequent social appeals is sometimes possible. This requires an audience already willing to listen yet not eager to hear opinions from the party. Violent foes will not patiently watch an artistic performance, while friendly audiences are already willing to give new ideas a fair hearing. Even when a group seeks to persuade (or mislead) with messages embedded in a performance, such as the dialogue of a play or the lyrics of a song, those efforts succeed or fail chiefly as function of their plausibility and a non-Performance skill check, if warranted. |
Supporting Tasks Some skill checks can be made much less difficult through preparation. For example, a DM might adjudicate a legal defense by starting with an impossible Persuasion DC, then lowering that value with each major step the team completes while building their case. Investigation might be relevant to physical evidence. Insight might have bearing on witness testimony. History can provide context for the spirit and intent of applicable laws. In some societies Religion can point the way toward strong appeals for clemency. Given enough preparation, a legal advocate can rise to speak with tremendous confidence in achieving a favorable result. Many major challenges become accessible for those willing to do a great deal of prior legwork and/or research. |
Common Restraints Paralyzed, unconscious, and/or willing creatures with two hands can be effectively bound with a variety of objects. The restraint itself has much more bearing on its reliability than the skillfullness of application. Similar techniques can also be used to hobble a creature by tethering one ankle close to another. Below are recommended escapology DCs based on the nature of the binding item. Adjust accordingly for especially strong or especially weak variants of these common physical restraints.
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Movement Checks Some skill checks cover large spans of time, like an hour of entertaining the public or several hours of searching a large building. Others are the result of a specific action, bonus action, or reaction. Movement skills are often less demanding. Whether or not a skill bonus applies; checks related to climbing, leaping, sneaking, swimming, or mitigating fall damage normally do not require any sort of action. They resolve the outcome of movement, so merely attempting that movement is basis enough for that check. In most cases horizontal movement incurs the normal cost, moving upward incurs double cost, and dropping or falling downward has no cost. |
Ethnic Influences Each major human ethnic group is recognizable in appearance, style, and vocal accent throughout the homeland where those people are an indigenous majority. Experiences attained through association or travel also convey some degree of cultural awareness. Unlike minor ethnic groups that might be defined by ancient curses, empowered bloodlines, or tribal customs; major ethnic groups have their formative roots in the cosmetic and cultural particulars of humans mixing for millennia within the cramped confines of Archfey bastions. The harsh segregation of that era gave way to free-spirited mingling of all sorts. Many modern non-humans share cosmetic characteristics with the most prominent human ethnic group in their native land. Halflings, goliaths, gnomes, hill dwarves, and wood elves are especially inclined toward regional assimilation on this surface level. Unless otherwise specified; the particulars of any individual's facial features, personal style, and pigmentation are likely to be similar to those of humans hailing from the same locale. This means many people do not look or sound foreign despite being clearly non-human. |
Innate Spellcasting | |||||
Race & Form | Cantrip | 1st Level | 2nd Level | ||
Cambions | ★ | Produce Flame | Command | Suggestion | |
Drow Elves | ≬ | Dancing Lights | Faerie Fire | Darkness | |
∢ | Message | Speak with Animals | Animal Messenger | ||
Firbolgs | ♣ | Resistance | Disguise Self | Pass without Trace | |
High Elves | ∢ | Light | Feather Fall | Levitate | |
Nymphs | ♪ | Prestidigitation | Charm Person | Misty Step | |
Pixies | ≬ | Mage Hand | Color Spray | Invisibility | |
Satyrs | ♪ | Minor Illusion | Sleep | Enthrall | |
Sprites | ∢ | Mending | Faerie Fire | Invisibility | |
Tieflings | ★ | Thaumaturgy | Hellish Rebuke | Darkness | |
Tritons | ≬ | Shocking Grasp | Fog Cloud | Gust of Wind | |
Wood Elves | ♣ | Coiling Creeper | Entangle | Spike Growth | |
♣ |
Diversity Larger communities and more progressive societies often support economic and social advancement for persons with all sorts of identities. In the spectrum from cities to towns to villages, communities tend to become more homogenous. The smallest are often populated by a single variety of people with few or no residents differing from the prevailing ethnicity and race. These groups might regard all outsiders as alien. By contrast, a true metropolis will shelter many ethnic and/or racial minorities among a majority of humans affiliated with the culture of the surrounding homeland. |
Ability Scores: Your Strength score increases by 2. Your Dexterity, Constitution, and Wisdom scores each increase by 1. Your Charisma score decreases by 2. Lifespan: Outside ideal conditions, bugbear parents expect to outlive most of their children. Survivors mature in their late teens and sometimes live as long as a century. Primitive living conditions may hasten maturity as well as the onset of old age. Alignment: Like all goblinoids, bugbears are driven to be both larcenous and destructive. Yet they are more curious and independent than other goblinoids. They tend to be untroubled by even the most repugnant acts. A typical bugbear is chaotic evil. Size: Most bugbears are between 6' and 8' tall while weighing between 280 and 420 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger than your current physical form. Cull the Weak: When you hit with a melee attack and your target has not made any attack rolls in this encounter, you can add 2d6 damage to that attack. After you use Cull the Weak you cannot use it again until you complete a short rest or a long rest. Innate Brutality: When you roll a 1 on the damage dice for a melee attack, you can reroll that die and must use the new roll. Persistence Hunter: You are proficient in the Stealth and Survival skills. Languages: You can speak, read, and write Bugbear as well as one other language of your choice. |
Atavistic Goblinoids Sages continue to debate why the Scarlands were created. Some see the region as a reminder it is forbidden to consort with devils. Others believe those blackened wastes exist to temper mortals through the crucible of endless battle. Both views are informed by a bleak reality. The Scarlands are an expanse of filth constantly giving rise to horrific abominations. Yet this soil also produces an array of hardy grubs and fungi as well as aggressive beasts in the shapes of bugbears, goblins, and hobgoblins. These atavistic goblinoids are neither people nor animals. They pair the faculties of primal creatures with an innate malevolence. Most prey upon one another for lack of suitable victims from outside. The offspring of atavistic goblinoids are intelligent enough to become literate. Even those with short brutal lives are adventurers on some level. Simply surviving horde invasions and escaping the Scarlands makes an individual remarkable. Many children of these civilized goblinoids find themselves persectued or promoted into careers of courageous exploits. |
Ability Scores: Your Charisma score increases by 2. Your Strength, Dexterity, and Constitution scores each increase by 1. Your Wisdom score decreases by 2. Lifespan: Though intelligent and articulate from birth, cambions reach physical maturity in their early teens. Adult cambions do not appear to age. Elders often migrate to another plane of existence after several centuries in this world. Alignment: Cambions carry the blood of demons in their veins. They endure sinister suggestions whispered from afar by fiendish entities of immense power. Though many fight against these temptations, more embrace them. A typical cambion is chaotic evil. Size: Most cambions are between 5' and 7' tall while weighing between 120 and 280 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism. Fiendish Ancestry: You have advantage on saving throws against being charmed, and you cannot be possessed by magic. You have resistance to fire damage. Innate Spellcasting: You know the Produce Flame cantrip. When you reach 3rd level, you can cast the Command spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Immolate Weapon: Unless the last item you ignited with this feature remains alight, you can use your bonus action on your turn to suffuse one piece of ammunition you hold or weapon you wield with demonic flames. When an attack made with that weapon or missile hits, it will deal an additional 1d4 fire damage and its flames will be quenched. Any non-magical wooden object or textile item you immolate is destroyed at the end of your turn. Forked Tongue: You are proficient in the Deception and Persuasion skills. Languages: You can speak, read, and write Abyssal as well as four other languages of your choice. Each day of language study you complete counts double toward acquisition of that language. |
Occult Lore The Archfey, demons, devils, and the Great Old Ones enthusiastically pursue unholy compacts. Mortal partners become beacons for unholy energies, exploiting this power to work their own magic. Some warlocks benefit from an experienced mentor or a plainly-written guide to this controversial knowledge. Others find their inspiration in cryptic signs conveyed through strange events. From remarkable patterns in the clouds to the ravings of deranged lunatics, this form of guidance sometimes lurks in the most unlikely of fleeting events. Inspirational signs from unholy patrons often pass unnoticed by any who do not seek them. After all, clergy and witch hunters can be quick to deal with obvious occult messaging. Despite censorship, related arcane secrets lurk in many libraries, concealed by allegory or cryptically encoded in other literature. Rarely a piece of music will become extremely popular despite references to forbidden knowledge. The markings borne by some cambions contain fragments of lore coveted by demonologists, oracles, and warlocks. Abyssal sages may even recognize these markings as the personal signature of a demonic ancestor. |
Ability Scores: Your Strength score increases by 2. Your Charisma score increases by 1. Lifespan: After gestating for nearly a year in an external egg, dragonborn hatchlings emerge voracious. Some reach maturity as early as 10 years of age. Yet none have lived beyond 160 without magical intervention. Alignment: Dragonborn typically have strong moral convictions, though these span all extremes of alignment. The largest dragonborn clans feature lawful good leadership. This does not produce a clear majority, but there is some bias in that direction. Size: Most dragonborn are between 6' and 7' tall while weighing between 220 and 340 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Energetic Metabolism: You cannot complete a short rest or a long rest without eating a full day of rations or its equivalent. Draconic Ancestry: Choose a damage type from among acid, cold, fire, lightning, or poison. You have resistance to that damage type. You are immune to the Frightful Presence of dragons. You are immune to lycanthropy. Breath Weapon: If you are not muzzled, you can use your action to vent destruction of the type associated with your Draconic Ancestry. This effort creates a 15 foot cone. All within must make a saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. If your damage type is cold or poison, this is a Constitution save. If your damage type is acid, fire, or lightning; this is a Dexterity save. A creature takes 2d6 damage of the associated type on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your Breath Weapon, you cannot use it again until you consume an amount equal to your full daily food requirement during a short rest or a long rest. Vestigial Wings: So long as you are conscious, you never fall faster than 60 feet per round, and you never take damage from falling. Ancient Authority: You are proficient in the Arcana and Intimidation skills. Languages: You can speak, read, and write Draconic as well as two other languages of your choice. |
DRAGONBORN VARIATIONS | |
Breath Weapon (Save) | Scale Color |
Acid (Dexterity) | Black or Copper |
Fire (Dexterity) | Brass, Gold, or Red |
Cold (Constitution) | Silver or White |
Lightning (Dexterity) | Blue or Bronze |
Poison (Constitution) | Green |
Ability Scores: Your Constitution score increases by 2. Your Charisma score decreases by 2. Lifespan: Dwarves do not complete the process of physical maturation until their beards grow out somewhere between the ages of 30 and 50. Elders are highly respected, though few dwarves live to celebrate their 400th birthday. Size: Most dwarves are between 4' and 5' tall while weighing between 120 and 180 pounds. Your size is medium. Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing bulky armor. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Resilient Metabolism: You have advantage on saving throws against poison and you have resistance to poison damage. Dwarven Weapon Training: You are proficient with battleaxes, greataxes, warhammers, and war picks. Industrious Inclinations: You are proficient with masons' tools as well as one other artisans' tool of your choice from among brewers' supplies, carpenters' tools, cooks' utensils, jewelers' tools, or smiths' tools. Stonecutting: When you make an ability check related to the creation or examination of stonework, you are both proficient and expert for purposes of that task, adding double your proficiency bonus to the check. Stope Sniffing: Your sense of smell indicates the presence of significant exposed quantities of copper, gold, iron, nickel, platinum, silver, tin, zinc, or their alloys within 30 feet. This applies to everything from coins and finished goods to raw ore deposits. Handling and close inspection allows you to discern the approximate composition of metal objects. You have reason to doubt odorless illusions of nearby metallic treasure. |
Ability Scores: Your Wisdom score increases by 2. Your Strength score increases by 1. Alignment: Securing and trading mineral wealth inevitably brings considerable peril. Hill dwarf brokers are famously fair, though often humorless. Any dwarves who are not some form of lawful tend to be misfits among their own kind. Methodical Vigor: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Personal Bulwark: You have advantage on ability checks and saving throws to resist being pushed, pulled, dragged, or grabbed. You can add your Strength bonus to your passive Acrobatics. Shrewd Inspector: You are proficient in the History and Insight skills. Languages: You can speak, read, and write Dwarven as well as two other languages of your choice. |
Ability Scores: Your Strength score increases by 2. Your Dexterity score increases by 1. Alignment: Excavating and processing minerals are innately risky activities. Mountain dwarf miners tend to follow rigorous procedures and promote strong organizers. Any dwarves who are not some form of lawful tend to be misfits among their own kind. Clangorous Clothing: You are proficient with light armor and medium armor. Cavern Comfort: You have advantage on ability checks related to moving through tight spaces as well as navigating caves and underground passages. You do not grant advantage when attacked while squeezing through a small space. Meticulous Inspector: You are proficient in the History and Investigation skills. Languages: You can speak, read, and write Dwarven as well as one other language of your choice. |
Ability Scores: Your Dexterity score increases by 2. Your Constitution score decreases by 2. Lifespan: Elves reach physical maturity around the age of 20. Many remain focused on education and training for decades to follow. Elven aging naturally slows as it progresses. This gentle curve allows even 1000 year-old elves to be lively dancers. Size: Most elves stand around 6' tall while weighing between 110 and 160 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Leyforce Tracing: You have advantage on ability checks to detect secret doors and other hidden entrances. Fey Ancestry: You have advantage on saving throws against being charmed, and you cannot be put to sleep by magic. Elftrance: You do not sleep, and you cannot be put to sleep. Four hours of sitting still while semi-conscious is enough for you to complete a long rest and satisfy your rest requirement for the day. You remain keenly aware of your surroundings in this state. It is spoiled if you move, take damage, or perform any action before the trance has concluded. Otherwise, it conveys all the benefits of a full night's sleep. |
Ability Scores: Your Charisma score increases by 2. Your Intelligence score increases by 1. Alignment: The Empire of Shadows promotes an authoritarian culture blending brutal discipline with dark powers. Inferiors are to be dominated. Most drow in this society are lawful evil. Surface dwellers are often outliers in terms of morality as well as residency. Superior Darkvision: Your darkvision has a range of 120 feet. Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks when you or your target is in direct sunlight. Umbral Embrace: You can attempt to hide even if you are visible in dim light, but not while visible in bright light. Innate Spellcasting: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Underworld Weapon Training: You are proficient with hand crossbows, crossbows, scimitars, and whips. Sly Senses: You are proficient in the Perception and Deception skills. Languages: You can speak, read, and write Drow as well as three other languages of your choice. |
Ability Scores: Your Intelligence score increases by 2. Your Charisma score increases by 1. Alignment: Most high elves reside in enclaves dedicated to preserving relics of a lost civilization. Settled residents are normally lawful good. Yet their offspring embrace wanderlust elsewhere, often spending centuries far from their birthplace. These itinerant high elves tend to be chaotic good. Tranquil Temperament: You have advantage on all saving throws against becoming frightened or confused. Innate Spellcasting: You know the Light cantrip. When you reach 3rd level, you can cast the Feather Fall spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Levitate spell once with this trait, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. Elven Weapon Training: You are proficient with longbows, longswords, shortbows, and shortswords. Serene Senses: You are proficient in the Arcana and Perception skills. Languages: You can speak, read, and write High Elven as well as three other languages of your choice. |
Ability Scores: Your Wisdom score increases by 2. Your Intelligence score increases by 1. Alignment: Wood elves prize personal freedom while supporting friend and stranger alike. Their communities are often small and loosely organized. Tribes regularly gain and lose members at festive seasonal gatherings. Most wood elves are chaotic good. Canopy Comfort: You have advantage on all ability checks related to climbing living trees and vines or balancing on tree limbs. This does not apply to buildings or ships made of sawn wood, nor does it apply to ropes of dead fibers. Innate Spellcasting: You know the Coiling Creeper cantrip. When you reach 3rd level, you can cast the Entangle spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Spike Growth spell once with this trait, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Elven Weapon Training: You are proficient with longbows, longswords, shortbows, and shortswords. Sylvan Senses: You are proficient in the Perception and Survival skills. Languages: You can speak, read, and write Greenfey and Sylvan as well as two other languages of your choice. |
Ability Scores: Your Strength and Wisdom scores each increase by 2. Your Constitution score increases by 1. Your Dexterity score decreases by 2. Lifespan: Firbolgs typically mature in their late teens, then set out to establish their own homes. Though they remain fit into their later years, most firbolgs succumb to old age after four or five centuries of living in harmony with nature. Alignment: As wranglers of exotic creatures, firbolgs normalized whimsies before other fey did likewise. They are strongly inclined to encourage healthy growth and stimulating play among associates. A typical firbolg will be chaotic good. Size: In their true forms, most firbolgs are between 6' and 7' tall while weighing between 220 and 320 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger than your current physical form. Changeable Appearance: Ten minutes of effort allows you to transform your physical features. You may become taller or shorter by as much as one foot, and you may become as thin or rotund as seems plausible. You may adopt the features of a different gender Relaxing Recreation: Anyone who completes a short rest in the company of one or more firbolgs and can add one to the total number of Hit Dice rolled for healing purposes if at least one Hit Die is spent during that rest. Innate Spellcasting: You know the Resistance cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Pass without Trace spell once with this trait, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Menagerie Keeper: You are proficient in the Animal Handling and Nature skills. Languages: You can speak, read, and write Giant and Sylvan as well as two other languages of your choice. |
Interracial Impersonation Disguises meant to conceal personal identity can be as simple as a mask or a veil. Cowled hoods sometimes serve this purpose as well. Adopting a specific persona is much more demanding than anonymity. Skill alone cannot make an individual seem much larger or smaller than they actually are. Firbolgs and typhonians are able to reshape their own bodies to appear as a variety of other races. Mannerisms and movements may yet betray an imposter sporting a perfect disguise. Infiltrating a community of a different race involves effortlessly expressing and observing an array of subtle cues likely to differ from the actor's natural tendencies. Basic cultural and linguistic knowledge is essential to establishing a completely new identity of a different race. Impersonation is more demanding, as any conversation within earshot of the target's acquaintances puts vocal mimicry to the test. Without powerful magic or true dedication to the art of dramatic performance, it is virtually impossible to pass as a specific person in talks with others who know that individual well. |
Ability Scores: Your Dexterity and Intelligence scores increase by 2. Your Strength score decreases by 2. Lifespan: Gnomes reach physical maturity in their late teens. Slower aging then continues in a linear fashion. Most gnomes over 300 sport gray hair, and few live to the age of 600. Size: Most gnomes stand between 3' and 4' tall while weighing between 40 and 60 pounds. Your size is small. Speed: Your base walking speed is 25 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities. Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws to resist magic. |
Ability Scores: Your Wisdom score increases by 1. Alignment: Gnomes often feel vulnerable around larger strangers. From urban gardens to remote groves, forest gnomes seek to bring order and tranquility to their surroundings. Most gnomes are lawful, and good gnomes far outnumber their evil kin. Elusive Evasion: Sneaking does not cost additional movement for you. You can take the Hide action as a bonus action on each of your turns. Innate Spellcasting: You know the Message cantrip. When you reach 3rd level, you can cast the Speak With Animals spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Animal Messenger spell once with this trait, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. Patient Observer: You are proficient in the Nature and Perception skills. Languages: You can speak, read, and write Gnomish and Sylvan as well as two other languages of your choice. |
Ability Scores: Your Constitution score increases by 1. Alignment: Rock gnomes often inhabit small spaces in city buildings or the remnants of used mining tunnels. Troublesome squatters risk being exterminated like pests. Thus most rock gnomes hail from a rigorously organized community where the majority is lawful good. Mechanical Minutiae: When you make an ability check related to alchemical objects, magic items, or technological devices; you are both proficient and expert for purposes of that task, adding double your proficiency bonus to the check. Traditional Tinkering: You are proficient with tinkers' tools. During a short rest or a long rest, you can use those tools to assemble one tiny clockwork device (AC 5, 1 hp) if you do not already have three available. You understand the workings of accordion grippers, fire starters, music boxes, spring heels, toy automata, and tripwire alarms. Each device operates for no more than one hour, ceasing all function after it has been used. Exacting Observer: You are proficient in the Investigation and Perception skills. Languages: You can speak, read, and write Gnomish as well as three other languages of your choice. |
Ability Scores: Your Dexterity score increases by 2. Your Constitution score increases by 1. Your Wisdom score decreases by 2. Lifespan: Goblins are not built to last. Though mature by age 6, most goblins go violently to an early grave. Individuals fortunate enough to surpass the age of 50 require some sort of magic to do so. Alignment: Goblins have innate impulses to take what is not theirs and to victimize less fortunate beings. In general, they live up to their emphatically evil proxies in folklore. Goblins pursuing a different path must struggle against both villainous temptations and strong social prejudices. Size: Most goblins are between 3' and 4' tall while weighing between 40 and 50 pounds. Your size is small. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Cull the Weak: When you hit with a melee attack and your target has not made any attack rolls in this encounter, you can add 2d6 damage to that attack. This additional damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use Cull the Weak you cannot use it again until you complete a short rest or a long rest. Nimble Escape: You can take the Hide action or the Disengage action as a bonus action on each of your turns. Ambush Hunter: You are proficient in the Acrobatics and Stealth skills. Languages: You can speak, read, and write Goblin as well as one other language of your choice. |
Outlaw Status Being a criminal in the eyes of one clan, empire, federation, or kingdom often means little outside that jurisdiction. Marauders and privateers routinely commit crimes against the people and properties of one society while supported by the aristocracy of another. Outlawry is always a matter of cultural context. Exiles able to maintain an agreeable demeanor might be well-received by a distant community. Yet constables remain alert for troublemakers in any unfamiliar group. Monstrous-looking newcomers without a persuasive spokesperson can quickly run afoul of suspicious authorities almost anywhere. |
Ability Scores: Your Strength and Constitution scores each increase by 2. Your Wisdom score increases by 1. Your Charisma score decreases by 2. Lifespan: Goliaths are rarely formidable enough to be considered adults before their late teens. Their aging continues normally until their bodies abruptly lose durability. Few individuals live naturally beyond the age of 80. Alignment: Goliath tribes are bound by elaborate traditions largely undocumented. Individuals embracing modern culture may have just about any reputation and the disposition to go with it Yet among their own kind, the only alternative to outcast status is being ardently lawful. Size: Most goliaths are between 7' and 8' tall while weighing between 260 and 360 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger than your current physical form. Stentorian Speaker: You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor. Unyielding Flesh: You can use your bonus action on your turn to gain 1d8 temporary hit points. This gain increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. After you use Unyielding Flesh, you cannot use it again until you complete a short rest or a long rest. Alpine Adaptations: Neither cold climates nor high altitude environments impose penalties on your activities. You have resistance to frost damage. Fleet Forager: You are proficient in the Athletics and Survival skills. Languages: You can speak, read, and write Giant as well as one other language of your choice. |
Primitive Ethnicities Imperial dossiers and other official records tend to list “primitive” as the ethnicity for persons from some tribal backgrounds. This approach ignores that many primitive societies have rich unique oral histories and notable cultural adaptations to their locale. Bureaucrats of all stripes tend to be more interested in their similarities. Persons so labelled are not expected to be literate or familiar with the customs of cityfolk. Primitive peoples may be called upon to function with little or no shelter. Individuals noted as primitive may strive to earn honors that will generate official acceptance in a new homeland. Others take this status as a badge of honor, perhaps even going so far as to mark themselves with a visible tattoo of the term. |
Ability Scores: Your Dexterity score increases by 2. Your Wisdom score increases by 1. Your Strength score decreases by 2. Lifespan: Halfling traditions celebrate coming of age with a 21st birthday. Aging continues apace such that most halflings succumb to old age in the middle of their second century of life. Size: Most halflings stand around 3' tall while weighing between 30 and 60 pounds. Your size is small. Speed: Your base walking speed is 25 feet. Lucky: When you roll a 1 on an attack roll, ability check, or saving throw; you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened. Halfling Nimbleness: You can move through the space of any creature that is at least one size larger than you. |
Ability Scores: Your Charisma score increases by 2. Alignment: Halflings are especially keen on making new friends and sampling imported luxuries. Their bias toward good may reflect the same tendency among great human cities. Lightfoot halflings integrate particularly well into almost any community. Cache Concealment: You have advantage on all ability checks to hide objects on your person or create hiding spots suitable for concealing supplies. Easily Overlooked: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Amiable Acquisitiveness: You are proficient in the Persuasion and Stealth skills. Languages: You can speak, read, and write Halfling as well as two other languages of your choice. |
Ability Scores: Your Constitution score increases by 2. Alignment: Stout halflings are famously ambitious in matters of trade. They are generally good, though this is a subtle tendency. When it comes to taking risks for gold, some stout halflings will socialize and do business with all sorts of organizations. Hearty Apetite: If you have already consumed a full day's rations and you consume an additional day's rations during a short rest, you may roll and add two dice for the first Hit Die you spend at the end of that rest. Resilient Metabolism: You have advantage on saving throws against poison and you have resistance to poison damage. Adroit Acquisitiveness: You are proficient in the Sleight-of-Hand and Stealth skills. Languages: You can speak, read, and write Halfling as well as two other languages of your choice. |
Obscure Ethnicity Many halflings happily embrace the ethnicity of a larger human population living in their locale. Yet there are those who make a point to mask particulars of their upbringing and affiliations. The “halfling accent” is a distinctively sibilant yet clear way of speaking. Remarkably, it displays no variations despite being found in small halfling communities spread across both continents. People with this manner of speech also tend to be intensely private about their own backgrounds, showing no desire to commemorate special dates or favoratism toward regional delicacies. Investigators dealing with these emphatically secretive people may note their ethnicity as “obscure.” Spies and other covert operatives sometimes benefit from cultivating an identity like this. |
Ability Scores: Your Dexterity score increases by 2. Your Intelligence, Wisdom, and Charisma scores each increase by 1. Your Constitution score decreases by 1. Lifespan: Half-elves reach physical maturity around the age of 20. Slow yet consistent aging progresses such that few half-elves live to celebrate a 200th birthday without some supernatural support. Alignment: Often a little out of step with crowds of predominantly elven or human composition, half-elves tend to be chaotic. Yet they also show some tendency toward good, most often making their homes in diverse human cities or communities of wood elves. Size: Most half-elves are between 5' and 6' tall while weighing between 90 and 180 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Fey Ancestry: You have advantage on saving throws against being charmed, and you cannot be put to sleep by magic. Elftrance: You do not sleep, and you cannot be put to sleep. Four hours of sitting still while semi-conscious is enough for you to complete a long rest and satisfy your rest requirement for the day. You remain keenly aware of your surroundings in this state. It is spoiled if you move, take damage, or perform any action before the trance has concluded. Otherwise, it conveys all the benefits of a full night's sleep. Reasoned Reflections: You have advantage on saving throws against being befuddled, paralyzed, or possessed. You have resistance to psychic damage. Attentive Manner: You are proficient in Perception and one other skill of your choice. Languages: You can speak, read, and write four languages of your choice. |
Multiracial Characters When people of different adventuring races conceive, children tend to be the same race as one parent with no definitive physical signs of mixed heritage. This is not so for the offspring of humans paired with elves or orcs. Half-elves and half-orcs are distinct races unto themselves. Their cultures are not as well-defined as most races, perhaps for lack of any large communities populated primarily by their own kind. Yet they are numerous enough to be recognizable by anyone who knows much about orcs and elves. Dragonborn, kobolds, and lizardfolk are unable to produce children with partners like humans. These scaled peoples are compatible with one another, though none have been known to hatch a proper half-breed. The other twenty-two adventuring races are mutually compatible, at least in theory. Partners of differing races may experience low fertility |
Ability Scores: Your Strength score increases by 2. Your Dexterity, Constitution, and Wisdom scores each increase by 1. Your Intelligence score decreases by 1. Lifespan: Half-orcs typically mature in their mid-teens. Aging continues at this pace, with many elders proudly sporting accumulated scars. Those who meet a peaceful end often succumb to it in their seventies. Alignment: Half-orcs often have difficulty finding a comfortable places among either humans or orcs. They strongly tend to be chaotic in almost any context. They also tend toward evil, though much less so among those half-orcs residing in modern cities. Size: Most half-orcs are between 5' and 6' tall while weighing between 120 and 240 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Stentorian Speaker: You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor. Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can instead fall prone and be reduced to 1 hit point. After you use Relentless Endurance, you cannot use it again until you complete a long rest. Savage Attacks: When you roll critical hit with a melee attack, you may double your Strength modifier for purposes of determining the damage of that attack. Intense Manner: You are proficient in Intimidation and one other skill of your choice. Languages: You can speak, read, and write two languages of your choice. |
Blended Ethnicity The best bureaucracies recognize that some people identify with more than one discrete culture. From immigrants in the process of assimilating to children of diverse heritage, it is not unusual for census-takers to note “blended” ethnicity. Some regimes abuse this classification to shut people out from a privileged group. It may also be misused through the automatic classification of all half-elves and half-orcs. Yet it is more often a good faith effort to note a complex mix of ethnic influences. In those cases the term is often followed by a parenthetical listing of major elements in this blend. This allows officials and operatives to be better informed about how to interact effectively with the individual referenced by that label. |
Ability Scores: Your Constitution score increases by 2. Your Intelligence score increases by 1. Lifespan: Most hobgoblins mature completely by their late teens. Coming of age is the start of a lifelong social climbing effort for them. Few hobgoblins live beyond 100 without magical assistance. Alignment: Hobgoblins feel driven toward leadership and conquest. They tend to be lawful supporters of organizations in which they might advance. Yet they retain the malicious qualities of all goblinoids, being evil save for those who willfully reject the legacy of the Scarlands. Size: Most hobgoblins are between 5' and 6' tall while weighing between 140 and 220 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Stentorian Speaker: You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor. Tactical Callout: You can use your bonus action on your turn to verbally direct one ally able to hear and understand your words. The recipient can add 1d6 to one attack roll or saving throw before the start of your next turn. After you use Tactical Callout you cannot use it again until you complete a short rest or a long rest. Hobgoblin Weapon Training: You are proficient with broadswords, greatswords, longswords, and whips. Military Manufacture: You are proficient with the artisan's tool of your choice from among alchemists' supplies, carpenters' tools, cartographers' tools, leatherworkers' tools, poisoners' kit, or smiths' tools. Disciplined Authority: You are proficient in the Intimidation and Investigation skills. Languages: You can speak, read, and write Hobgoblin as well as two other languages of your choice. |
Monstrous Dignitaries Accomplished adventurers tend to be exceptional individuals in myriad ways. Monstrous warriors or spellcasters known to have made great progress in an adventuring class are treated differently from other beings. Assumptions about their power motivate ordinary people to avoid contact by almost any means. Assumptions about their wealth motivate the boldest hirelings and merchants to make business inquiries. Though monstrous villains are widely feared, some have friends in high places. Monstrous individuals known for personal heroism are widely respected, and the most accomplished may enjoy opportunities for ennoblement. Some adventurers abandon their more conventional appearance to adopt a similarly fearsome look. Formidable capabilities can be clearly conveyed by ongoing magical effects or exotic creature companions. Body modifications may also create a sense of danger. In some cases a monstrous appearance is the result of a transformative process. With enough social support, anyone can be elevated in rank and awarded an estate of their own. Monstrous adventurers sometimes take bold risks in the hope that their service will earn a title that commands respect on an official level. |
Ability Scores: One ability score of your choice increases by 2 or two ability scores of your choice each increase by 1. Lifespan: Most humans mature completely by their late teens. Their communities range from the smallest tribes to great metropolitan centers. Few humans live beyond 100 without magical assistance. Alignment: Humans generally strive to balance prosperity with security. Their overall tendency is toward good, with rewarding opportunities for both themselves and others. Yet humanity is extremely diverse in many ways, including ethical and moral beliefs. Size: Most humans are between 5' and 6' tall while weighing between 100 and 200 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Training Availability: You gain a Feat. Human Ubiquity: You are proficient in two skills of your choice. Languages: You can speak, read, and write two languages of your choice. |
Major Ethnic Groups by Dominions | ||||||
W E S T | GREATER NORLAND | OLD SILVANIA | TRUSCAN EMPIRE | SERPIAN EMPIRE | THE ORIENT | E A S T |
Norish | Sylvanian | Truscan | Serpian | Celedinese | ||
Darrestygian | Sivelsh | Thracian | Iskreshi | Elatolian | ||
Fitch | Albionish | Gallorian | Kohaddic | Ontolonese | ||
Lachlandic | Carmatian | Helvetican | Zintu | Xe-Shanese | ||
Joryanlander | Tuathon | Maniac | Wabahari | To-Shinese | ||
Alternative Ethnicities The twenty-five major human ethnic groups have global reputations. Their customs, fashions, and languages are well-studied by appropriate experts everywhere. Most humans and their associates simply identify with one of these ethnicities. Adventurers declining to do so should fit into one of these categories. • Alien: The Dwarfdeep, the Empire of Shadows, and the Imperium Maris are each as culturally sophisticated as any human homeland. Many persons raised in these societies will know protocols, styles, and traditions that seem particularly strange to people of the surface. The same is often true for visitors from other planes of existence. • Blended: Some immigrants enthusastically embrace their new homeland. The upbringing of some children reflects a mixed heritage. Either sort of fusion tends to create ethnic ambiguity. These people develop personal styles and vocal accents derived from at least two sources. They have an incomplete grasp of multiple major human cultures. • Cosmopolitan: These global citizens are familiar with the arts, customs, and luxuries of many lands. They speak each known language as if it were their native tongue. They have a knack for intuiting the appropriate behavior and garb for formal events. Extensive travel and contact with social elites makes it easy to investigate their pasts. • Obscure: Some people were raised in a secretive culture known to few outsiders. Some deliberately mask or reject any ethnic upbringing. Both sorts of individuals do not engage in any recognizable displays of tradition. Their voices sound peculiar and foreign to almost all ears. Extensive surveillance reveals little about their origins. • Primitive: The world is home to many thousands of independent tribes subsisting on scarce resources. The histories of these peoples are limited to oral traditions and weathered monuments. They rarely venture beyond one small village or nomadic range. Everything from their dining habits to their conversational manner reflects years of rough living. |
Ability Scores: Your Dexterity score increases by 2. Your Charisma score increases by 1. Your Strength score decreases by 2. Lifespan: Actively breeding female kobolds will lay 2-12 viable eggs per year. Hatchlings emerge roughly four months later and may be fully grown by the age of 2. Yet some manage to live more than 200 years. Alignment: Kobolds pair the ambitions of elder wyrms with the frustrations of inhabiting weak little bodies. Strong leadership can motivate kobolds to support almost any cause. Yet in large groups their cravings often drive them to prey upon outsiders in emphatically evil ways. Size: Most kobolds are between 2' and 3' tall while weighing between 20 and 30 pounds. Your size is small. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks when you or your target is in direct sunlight. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities. Meek Mentality: You have disadvantage on Intimidation checks. Draconic Ancestry: Choose a damage type from among acid, cold, fire, lightning, or poison. You have resistance to that damage type. You are immune to the Frightful Presence of dragons. You are immune to lycanthropy. Startling Snarl: You can use your bonus action to menace one creature within 5 feet. One of your allies gains advantage on attacks against the menaced creature until the start of your next turn or you become separated from that creature by more than 5 feet. Stonecutting: when you make an ability check related to the creation or examination of stonework, you are both proficient and expert for purposes of that task, adding double your proficiency bonus to the check. Wily Wanderings: You have advantage on all ability checks related to avoiding or disarming any known traps you can see. This trait does not apply to perceiving or otherwise detecting traps. Flouncing Forager: You are proficient in the Acrobatics and Survival skills. Languages: You can speak, read, and write Draconic as well as two other languages of your choice. |
Ability Scores: Your Constitution and Wisdom scores each increase by 2. Your Strength score increases by 1. Your Charisma score decreases by 2. Lifespan: After gestating around nine months in an external egg, lizardfolk hatch ready to hunt tiny creatures. Most mature completely by their late teens. Few lizardfolk live beyond 100 without magical assistance. Alignment: Lizardfolk sometimes struggle to understand moral conflicts. They are famously dispassionate about these and other matters. Lizardfolk who do not tend toward neutrality out of indifference may still do so out of regard for balance and diversity as essential to natural processes. Size: Most lizardfolk stand around 6' tall while weighing between 140 and 260 pounds. Your size is medium. Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Rugged Hide: While you are wearing no armor apart from a helm Savage Chomp: If you are not muzzled, your bite can deliver a natural weapon melee attack that does piercing damage equal to 1d6 + your Strength modifier. When you take the Attack action, your bite may be substituted for one melee attack. You may instead bite by following an Attack action with a bonus action, dealing only 1d6 piercing damage on a hit. After you perform a bite attack, you cannot do so again until the start of your next turn. Instant Ingestion: When your bite attack kills a creature that is neither construct, elemental, nor undead; you may gain temporary hit points equal to the damage inflicted by that attack. After you benefit from an Instant Ingestion, you cannot do so again until you complete a short rest or a long rest. Almost Amphibious: You can go for 15 minutes without breathing at all before time starts on the normal breath holding process for you. Fulsome Forager: You are proficient in the Nature and Survival skills. Languages: You can speak, read, and write Saurian as well as one other language of your choice. |
Scaled Races Dragonborn, kobolds, and lizardfolk do not see each other as monstrous. Attraction may even spark between individuals of different reptillian races. All three reproduce by means of external eggs. Though biologically compatible, these peoples are not often psychologically compatible. Most dragonborn see kobolds as their inferiors, and few kobolds are assertive enough to hold up a contrary position. Both dragonborn and kobolds consider lizardfolk unimaginative and uninspiring. Though often indifferent to personal criticisms, lizardfolk tend to form families based on purely practical considerations. Mixed race parentage is extremely rare among all three of the scaled races. |
Ability Scores: Your Strength and Constitution scores each increase by 2. Your Intelligence score increases by 1. Your Dexterity score decreases by 2. Lifespan: Young minotaurs spend much of their time feeding, and most are fully mature by the age of 8. At this point they become eager to test their strength against friend and foe alike. Few minotaurs live beyond the age of 60. Alignment: Minotaurs strive for control within any order meant to link privilege with power. Contempt for weakness draws many minotaurs toward the slave trade. Serving stronger beings feels as right to them as dominating inferiors. A typical minotaur is emphatically lawful evil. Size: Most minotaurs are between 6' and 7' tall while weighing between 220 and 340 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger than your current physical form. Herbivorous Metabolism: You cannot derive sustenance from meat. Though vegetarian rations typically do not carry additional cost or weight, you cannot consume food procured through hunting, fishing, or butchering fallen foes (unless those foes were of the fungus, ooze, or plant type.) Maze Dweller: You have advantage on all ability checks related to navigating complex branching pathways. This includes caverns, tunnels, huge buildings, and urban neighborhoods as well as traditional mazes. You are immune to the Maze spell. Brazenly Bullheaded: You have advantage on saving throws against being charmed or paralyzed. Wicked Horns: If you are able to walk, your horns can deliver a natural weapon melee attack that does piercing damage equal to 1d8 + your Strength modifier. When you take the Attack action, your horn gouge may be substituted for one melee attack. You may instead gore by following an Attack action with a bonus action, dealing only 1d8 piercing damage on a hit. After you perform a gore attack, you cannot do so again until the start of your next turn. Goring Charge: If you move at least 10 feet closer to a target then hit it with a goring attack on the same turn, you may inflict an additional 2d8 piercing damage. This damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. If that target is a creature no more than one size larger than you, it must attempt a Strength saving throw at a DC of 8 + your proficiency bonus + your Constitution modifier. Failure allows you to push that creature up to 10 feet away and knock it prone. After you perform a Goring Charge, you cannot use it again until you complete a short rest or a long rest. Domineering Authority: You are proficient in the Athletics and Intimidation skills. Languages: You can speak, read, and write Infernal as well as two other languages of your choice. |
Ability Scores: Your Dexterity and Charisma scores each increase by 2. Your Intelligence score increases by 1. Your Strength score decreases by 2. Lifespan: As they mature beyond their teens, most nymphs minimize the tedium that ages them. Some conclude many centuries of adventures with a rite of reincarnation. Though forever young on the surface, the most sedentary may find their health failing after a single century. Alignment: Nymphs tend to be irreverent and unpredictable yet generally helpful. Some promote artistry in urban settings and some nymphs collaborate with the custodians of scenic wilderness locations. Individuals are typically chaotic good, though no nymph aspires to be regarded as typical. Size: Most nymphs are between 5' and 6' tall while weighing between 90 and 180 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism. Elusive Evasion: Sneaking does not cost additional movement for you. You can take the Hide action as a bonus action on each of your turns. Terpsichorean Tactics: You may substitute your Charisma modifier in place of your Dexterity modifier when determining your Armor Class. Innate Spellcasting: You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Charm Person spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Magic Resistance: You have advantage on saving throws against spells and other magical effects. Artistic Aptitude: You are proficient with the artisan's tool of your choice from among calligraphers' supplies, jewelers' tools, leatherworkers' tools, painters' tools, potters' tools, or weavers' tools. Winsome Presence: You are proficient in the Performance and Persuasion skills. Languages: You can speak, read, and write Sylvan as well as three other languages of your choice. |
Gendered Races Femininity is essential to the nature of nymphs, and masculinity is essential to the nature of satyrs. Magic allows persons of other adventuring races to flawlessly impersonate or physically adopt a different gender. This is not so for nymphs and satyrs because specific gender identities are central to their existence. Nymphs remain able to magically resemble or become males of other races, and satyrs can likewise adopt non-satyr female forms. Individuals of other races can transform into either nymphs or satyrs, but the former is sure to be female and the latter sure to be male. All of this is also bound by the particulars of items, locations, or spells enabling these alterations. |
Ability Scores: Your Strength and Constitution scores each increase by 2. Your Wisdom score increases by 1. Your Intelligence score decreases by 2. Lifespan: Designed to mature quickly, even the youngest orcs tend to play rough. Most celebrate adulthood at the age of 9 as proven killers. Even peaceful circumstances see few orcs living beyond the age of 50 without magical assistance. Alignment: Orcs bear thousands of generations of resentent for the transformation and exploitation of their ancestors. Being generally chaotic evil, large orcish armies distress all nearby communities. Yet orcs treasure freedom. Orcs typically respect healthy kin with different lifestyles and moral beliefs. Size: Most orcs stand around 6' tall while weighing between 220 and 300 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Massive Might: For purposes of carrying capacity as well as dragging, pulling, and pushing things; you count as one size larger than your current physical form. Stentorian Speaker: You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor. Rancorous Rush: You can take the Dash action as a bonus action on any of your turns that also features a melee Attack action. If you do this you must attempt to end your turn within 5 feet of an enemy or the space vacated by an enemy you have attacked during your turn, even if that requires granting opportunity attacks or moving into a hazard. During a Rancorous Rush, you have advantage on the first attack performed against a target you were not adjacent to at the start of your turn. Savage Attacks: When you roll critical hit with a melee attack, you may double your Strength modifier for purposes of determining the damage of that attack. Orcish Weapon Training: You are proficient with battleaxes, greataxes, mauls, and warhammers. Rugged Authority: You are proficient in the Animal Handling and Intimidation skills. Languages: You can speak, read, and write Orcish as well as one other language of your choice. |
Alien Ethnicity Public officials do not favor the term “alien” to describe someone affiliated with a major foreign ethnic group. Instead this label applies to people from a sophisticated culture that is not well-understood by many humans. The Dwarfdeep, the Empire of Shadows, and the Imperium Maris each have enormous populations steeped in their own decidedly alien cultures. Individuals with such an ethnic identity are not expected to be well-informed about the rules and traditions governing major human cities. Orcs increasingly identify with this classification as well. The revival of their venerable militant culture has made some people hailing from settlements primarily populated by orcs too urbane to fit the “primitive” classification. |
Ability Scores: Your Dexterity score increases by 2. Your Charisma score increases by 1. Your Wisdom score decreases by 2. Your Strength and Constitution scores each decrease by 4. Lifespan: Juvenile pixies are flightless little fey under the age of 12. Around that time the wings of a pixie naturally unfurl and energize. This event is the start of an uninhibited personal celebration that may continue for several centuries. Alignment: Pixies are strongly inclined toward chaotic behavior. Their whimsies normally stop short of inflicting bodily harm, but they seldom have qualms about laughs obtained at the expense of others. Most pixies do not pursue either good or evil, instead placing no other value above amusement value. Size: Most pixies are between 1' and 2' tall while weighing between 10 and 20 pounds. Your size is tiny. Speed: Your base walking speed is 10 feet, and you have a flying speed of 30 feet. Wee Folk: You cannot wield weapons unless they have the light property, and you must use both hands to wield a single weapon. You cannot don a shield. Any armor fitting you is one-fifth of its standard weight despite normal cost and function. You can move through the spaces of other creatures and end your turns in the spaces of allied creatures. You can attempt to hide when you are obscured by a creature that is at least two sizes larger than you. You do not need to squeeze when passing through openings or tunnels as small as 1 foot in diameter. Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities. Innate Spellcasting: You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Color Spray spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Leyforce Legerdemain: Your mage hand is invisible. It can be used to attempt Sleight-of-Hand tricks like picking a pocket or hiding a small object during a thorough search. Pixie Dust: As an action on your turn, you may sprinkle scintillating motes upon one creature of medium size or smaller as you fly over their space. Doing so grants the recipient a flying speed of 30 for 1d10 minutes. Once you have dispensed Pixie Dust, you may not do so again until you complete a long rest. Ragdoll Riding Style: You have advantage on all ability checks and saving throws related to guiding a steed or remaining mounted. Larksome Presence: You are proficient in the Performance and Sleight-of-Hand skills. Languages: You can speak, read, and write Sylvan as well as two other languages of your choice. |
Ability Scores: Your Dexterity and Charisma scores each increase by 2. Your Strength score increases by 1. Your Wisdom score decreases by 2. Lifespan: Satyrs are fully mature by their late teens. Then most take to roaming in search of companionship. Their aging is only unusual for the absence of visible indicators. Few satyrs live beyond 100 without magical assistance. Alignment: Satyrs delight in challenging restictions and taboos. Many indulge in profanity and public intoxication, making the most of every celebration. This strong chaotic tendency propels many satyrs into cruelty or kindness while nearly all pursue profligate pleasures. Size: Most satyrs are between 5' and 6' tall while weighing between 110 and 220 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism. Innate Spellcasting: You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Sleep spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enthrall spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Magic Resistance: You have advantage on saving throws against spells and other magical effects. Jaunty Jumps: You can use your bonus action to add 10 to your speed until the end of your turn while leaping up to 10 feet in any direction without performing a skill check. Satyric Weapon Training: You are proficient with blowguns, nets, greatclubs, and sabres. Raucous Repertoire: You are proficient with the pan flute and one other musical instrument of your choice. Gamesome Presence: You are proficient in the Athletics and Performance skills. Languages: You can speak, read, and write Sylvan as well as two other languages of your choice. |
Fey Choruses Nymphs, pixies, satyrs, and sprites are generally familiar with a collection of musical standards suited to complex and lively group performances. Though getting sprites to harmonize with pixies is never easy, even a partial fey chorus is capable of producing amazing sounds unfamiliar to many cityfolk. Most of these beings are aware of the abilities possessed by the entire quartet of races. Not only can they make full use of their own vocal and magical techniques, but members of a fey chorus naturally create opportunities for their counterparts to dazzle audiences. Despite the great appeal of these groups, most performances take place at obscure wilderness locations where wild animals outnumber people in the audience. |
Ability Scores: Your Dexterity score increases by 2. Your Intelligence score increases by 1. Your Charisma score decreases by 2. Your Strength and Constitution scores each decrease by 4. Lifespan: Juvenile sprites cannot fly, and most are raised in magically hidden nurseries. Their early teen years see sprites taking flight from the proverbial nest. So begins what could be centuries of travels meant to make the world a better place. Alignment: Sprites are naturally inclined to be both helpful and respectful. Some contribute to the defense of minor fey enclaves. Some use their aptitude for detail work to assist artisans or stock their own shops. Though often whimsical or outright annoying, a typical sprite is lawful good. Size: Most sprites are between 1' and 2' tall while weighing between 10 and 20 pounds. Your size is tiny. Speed: Your base walking speed is 10 feet, and you have a flying speed of 30 feet. Wee Folk: You cannot wield weapons unless they have the light property, and you must use both hands to wield a single weapon. You cannot don a shield. Any armor fitting you is one-fifth of its standard weight despite normal cost and function. You can move through the spaces of other creatures and end your turns in the spaces of allied creatures. You can attempt to hide when you are obscured by a creature that is at least two sizes larger than you. You do not need to squeeze when passing through openings or tunnels as small as 1 foot in diameter. Modest Metabolism: You only require one-fifth the amount of food and water of larger people. You gain all the benefits of a full day's rations from these reduced quantities. Innate Spellcasting: You know the Mending cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. Inner Illumination: Your body normally emits a glow that spreads dim light in a Analyze Aura: You can see the type(s) of every visible creature no more than 10 feet away. The first time you touch a creature, it must succeed in a Charisma saving throw against a DC of 8 + your proficiency bonus + your Intelligence bonus or you will learn its alignment. This trait can be misinformed if a personal aura has been magically altered. Sedulous Synthesis: You are proficient with the artisan's tool of your choice from among alchemist's supplies, calligraphers' supplies, cartographers' tools, jewellers' tools, leatherworkers' tools, or woodcarvers' tools. Lightsome Presence: You are proficient in the Arcana and Performance skills. Languages: You can speak, read, and write Sylvan as well as three other languages of your choice. |
Ability Scores: Your Dexterity and Charisma scores each increase by 2. Your Constitution score increases by 1. Your Wisdom score decreases by 2. Lifespan: Tieflings traditionally celebrate coming of age in the early teens. Yet physical development continues on into the late teens. Though few tieflings live beyond 100 without magical assistance, those efforts are not unusual for them. Alignment: The original Tieflings were the scattered ashes of an unholy empire eradicated long ago. Their modern descendants converse with devils in their dreams and behold visions of future conquests. Though some regard these influences as torments, a typical tiefling is lawful evil. Size: Most tieflings are between 5' and 6' tall while weighing between 100 and 200 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: You cannot help but look dangerous through the eyes of most modern civilians. Some authorities may mistreat you, and some merchants may decline your business. Fiendish Ancestry: You have advantage on saving throws against being charmed, and you cannot be possessed by magic. You have resistance to fire damage. Innate Spellcasting: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Transmundane Tracing: You have advantage on ability checks to detect secret doors and other hidden entrances. Hermetic Herald: You have advantage on all ability checks to produce or decipher codes and other secret messages. Dreamt Weapon Training: You are proficient with arbalests, crossbows, flails, and morningstars. Secret Servitor: You are proficient in the Deception and Stealth skills. Languages: You can speak, read, and write Infernal as well as three other languages of your choice. |
“Crusading knights invade the sanctum keep. “Avengers hurl the fires of righteous rage. “Revered campaigners strike, intent to reap. “Ordained eclipse hides how to disengage. “Survival could not be sustained this day. “Abiding evil thrives, ingesting prey.” — Rhyme of the Nameless Empire |
Ability Scores: Your Strength, Constitution, and Charisma scores each increase by 1. Lifespan: Tritons are not physically mature until their early twenties. Extended adolescence is part of a pattern that allows many Tritons to live over 400 years, though the rigors of life on land can reduce that figure considerably. Alignment: Tritons bring leadership and order to an otherwise chaotic realm. Most are not humble about the civic accomplishments of their people. All tritons on dry land are outliers, though many remain faithful to their ancestors by remaining staunchly lawful good. Size: Most tritons stand around 6' tall while weighing between 120 and 240 pounds. Your size is medium. Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Thalassic Thirst: You require triple the normal ration of water. You can safely consume salt water to satisfy this need. You automatically fail all saving throws against exhaustion due to a lack of water. Exotic Appearance: Some people are especially drawn to individuals of your kind. Under suitable circumstances, authorities and merchants may be induced to show favoratism. Amphibious: You can breathe fresh water and salt water as well as air. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Innate Spellcasting: You know the Shocking grasp cantrip. When you reach 3rd level, you can cast the Fog cloud spell once with this trait, regaining the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Gust of Wind spell once with this trait, regaining the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Oceanic Adaptations: The extreme pressure of great depths does not impose penalties on your actions. Long distance swimming is likewise unhindered. You have resistance to frost damage. Pelagic Weapon Training: You are proficienct with crossbows, nets, spears, and tridents. Watery Wellborn: You have advantage on all Animal Handling and Persuasion skill checks involving creatures native to an aquatic habitat. This includes all the cities of the Imperium Maris but no part of the Sea of Abominations. Shoal Keeper: You are proficient in the Animal Handling and Persuasion skills. Languages: You can speak, read, and write Triton as well as two other languages of your choice. |
Ability Scores: Your Dexterity score increases by 1. Lifespan: Typhonians often favor hidden pregnancies and secret births to obscure the identities of their children. After maturing in their mid-teens, few fortunate typhonians survive for the additional six centuries required for old age to end their lives. Size: Most typhonians are between 5' and 6' tall while weighing between 100 and 200 pounds. Your size is medium. Speed: Your base walking speed is 30 feet. Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Monstrous Appearance: Your true form looks wickedly dangerous through the eyes of most modern civilians. While appearing in that form, many authorities will persecute you, and most merchants will decline your business. Changeable Appearance: Ten minutes of effort allows you to transform your physical features. You may become taller or shorter by as much as one foot, and you may become as thin or rotund as seems plausible. You may adopt the features of a different gender Concealed Weapon: When you are not under the effect of Changeable Appearance, your head appears to be that of a jackal, lion, or vulture. If you are not muzzled while showing this true face, your bite can deliver a natural weapon melee attack that does piercing damage equal to 1d6 + your Strength modifier. Under those conditions; when you take the Attack action your bite may be substituted for one melee attack, or you may bite by following an Attack action with a bonus action to deal only 1d6 piercing damage on a hit. After you perform a bite attack, you cannot do so again until the start of your next turn. |
Ability Scores: Your Strength score increases by 2. Your Charisma score decreases by 2. Alignment: Originally all typhonians sported jackal heads. Today the others seem special while canine typhonians are mostly front line soldiers and couriers for their familial syndicates. The most loyal are lawful evil. The most defiant are chaotic. Extremely freethinking canine typhonians may turn their backs on organized crime altogether. Twisted Jackal: On your turn as a bonus action, you become a typhonian jackal-beast. You must concentrate to maintain this form. All the items and equipment you carry are absorbed into your body. You continue to benefit from armor and other items worn, but not those you were holding. Your base speed is 50. You have no hands. Apart from movement, your limbs are only useful for grabbing or grappling one other creature at a time. You have advantage on ability checks that rely on hearing or smell. Your bite is now a natural weapon melee attack that inflicts 2d6 + your Strength modifier piercing damage, and you are not limited to a single bite each turn. You and your gear instantly return to your Changeable Appearance or true form when concentration ends. After you use Twisted Jackal, you cannot use it again until you complete a short rest or a long rest. Padded Spirit: You cannot be located or tracked by magical means, and your movement leaves neither physical tracks nor scent trails. Startling Snarl: You can use your bonus action to menace one creature within 5 feet. One of your allies gains advantage on attacks against the menaced creature until the start of your next turn or you become separated from that creature by more than 5 feet. Underworld Weapon Training: You are proficient with hand crossbows, crossbows, scimitars, and whips. Excitable Extortionist: You are proficient in the Deception and Intimidation skills. Languages: You can speak, read, and write Typhonian as well as two other languages of your choice. |
Ability Scores: Your Wisdom score increases by 2. Your Strength score decreases by 2. Alignment: Cathartine typhonians often contemplate weighty philosophical and spiritual matters. These pontifications enable them to advise or lead familial syndicates through challenging circumstances. Most remain lawful evil and true to their kin, though cathartine typhonians are capable of finding inspiration in all sorts of beliefs. Twisted Vulture: On your turn as a bonus action, you become a typhonian vulture-beast. You must concentrate to maintain this form. All the items and equipment you carry are absorbed into your body. You continue to benefit from armor and other items worn, but not those you were holding. Your speed is 10. Your flying speed is 50. Your talons function as a pair of hands; though they cannot be used to wield weapons, and they are entirely unavailable while you are standing, walking, or running. Your bite is now a natural weapon melee attack that inflicts 2d4 + your Strength modifier piercing damage, and you are not limited to a single bite each turn. You and your gear instantly return to your Changeable Appearance or true form when concentration ends. After you use Twisted Vulture, you cannot use it again until you complete a short rest or a long rest. Winged Spirit: So long as you are conscious, you never fall faster than 60 feet per round, and you never take damage from falling. Resilient Metabolism: You have advantage on saving throws against poison and you have resistance to poison damage. Dispatch Death: On each of your turns, you can use your bonus action to perform a melee attack against a prone creature with less than maximum hit points. Establishment Executive: You are proficient in the Deception and Insight skills. Languages: You can speak, read, and write Typhonian as well as four other languages of your choice. |
Ability Scores: Your Strength and Charisma scores each increase by 1. Your Intelligence score decreases by 2. Alignment: Being so rare, it is not easy to make generalizations about the attitudes of leonine typhonians. Individuals who keep close to their families often remain aligned with leadership that is likely to be lawful evil. Leonine typhonians who strike out on their own can be persuaded to ally with almost any cause. Twisted Lion: On your turn as a bonus action, you become a typhonian lion-beast. You must concentrate to maintain this form. All the items and equipment you carry are absorbed into your body. You continue to benefit from armor and other items worn, but not those you were holding. Your base speed is 50. You have no hands. Your jumping distance triples. Apart from movement, your limbs are only useful for grabbing or grappling one other creature at a time. You have advantage on ability checks that rely on smell. Your bite is now a natural weapon melee attack that inflicts 2d8 + your Strength modifier piercing damage, and you are not limited to a single bite each turn. You and your gear instantly return to your Changeable Appearance or true form when concentration ends. After you use Twisted Lion, you cannot use it again until you complete a short rest or a long rest. Proud Spirit: You have advantage on saving throws against being frightened. You are immune to all auras, spells, and magical effects (though not diseases and poisons) that cause you to deal half damage. Lengthy Leaps: Your jump distances are tripled, and any distance you fall is reduced by 20 feet for purposes of taking damage. You land on your feet if this adjustment results in no damage. Underworld Weapon Training: You are proficient with hand crossbows, crossbows, scimitars, and whips. Enthusiastic Enforcer: You are proficient in the Deception and Athletics skills. Languages: You can speak, read, and write Typhonian as well as one other language of your choice. |
Origin Stories Every character is unique in multiple ways. An important element of each adventurer's tale is the inflection point when an ordinary life gave way to a series of extraordinary experiences. This takes place at birth for some, like the children of aristocrats or demons. Others are moved by an inspiring moment – a chance encounter with a rare monster, bearing witness to an event of historic importance, research illuminating a metaphysical insight, or something likewise profound. Even predictable transitions like a college graduation or military mustering out can lead directly into a compelling campaign. Use the origin story of your character to frame fantasy adventures on your own terms. |
Personal Residence Your DM will determine the particulars of housing for the party at the start of the campaign. It is possible that each member owns or rents secure lodgings in proximity to relevant locations. It is also possible that the group is immediately displaced by a disaster. Some campaigns even begin with special limitations on initial possessions, depriving characters of a crucial background benefit to launch a saga from an unfortunate social station like enslavement Characters may be directed far away at the outset of a campaign. Even adventures conducted near home might see the party camping together at a remote location to avoid drawing dangers toward innocent bystanders. Backgrounds that convey food and lodgings are often limited by location, and they are never meant to serve as permanent homes. Allow your DM to dictate the party's initial residency as well as access to mounts and vehicles. In some cases these particulars profoundly influence crucial story elements essential to an inaugural adventure. |
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1. Would you prefer to wield 2. Would you like to serve a greater 3. Would you seek out organized 4. Would you pursue vocal 5. Would you seek specialized training from holy 6. Would you rather be a gifted martial 7. Would you rather spend your time in open 8. Would you cultivate more intense 9. Would you take the direct |
Class and Identity Adventurers understand the nature of their own class and level. Learned spellcasters are familiar with the Tiers of Power – a method of categorizing practitioners by the highest spell level an individual can complete unassisted. Great sages verify claims to this form of status by witnessing an appropriate spellcasting effort. Others may infer it, if not from observing the method, then from watching the results. Bards, clerics, druids, sorcerers, warlocks, and wizards are each associated with one of the Six Forms of magic. Scholars have documented their modern particulars in great technical detail. Barbarians, fighters, monks, paladins, rangers, and rogues are each associated with one of the Six Qualities of highly effective warriors. These concepts are fundamental to military science, though less rigorously defined. Even where names and attitudes vary, well-travelled persons are familiar with the general concepts shaping all twelve classes. |
Complete Subclass List
Barbarians: Bestial Savage, Hardened Survivor, Shamanic Militant, Totem Collector, or Zealous BerzerkerBards: College of Arms, College of Drama, College of Humor, College of Lore, College of Speech Clerics: Domain of the Forge, Domain of the Grave, Domain of Knowledge, Domain of Life, Domain of Light, Domain of Nature, Domain of Tempest, Domain of Trickery, and Domain of War Druids: Circle of the Beasts, Circle of the Land, Circle of the Stones, Circle of the Swarms, Circle of the Trees Fighters: Braced Battlemage, Chiseled Champion, Courtly Cavalier, Deft Duelist, Steadfast Samurai Monks: Way of the Blazing Fist, Way of the Open Hand, Way of the Roaring Strike, Way of the Shadow Boxer, Way of the Shining Stance Paladins: Oath of Destruction, Oath of Devotion, Oath of Preservation, Oath of Protection, Oath of Service Rangers: Arcing Sniper, Beast Tamer, Creature Handler, Stalking Slayer, Steely Trapper Rogues: Cloaked Assassin, Padded Burglar, Savvy Sleuth, Skyline Tumbler, Stage Magician Sorcerers: Mesmeric Mentalist, Nebulous Torrent, Noble Cinder, Wildtouched Mutant, Wyrmblooded Warlocks: Demonic Consort, Diabolic Servitor, Leyforce Custodian, Moongazer, Pupil of Abraxas Wizards: School of Abjuration, School of Conjuration, School of Divinition, School of Enchantment, School of Evocation, School of Illusion, School of Necromancy, School of Transmutation |
Barbarian Basics |
hit points for new characters: 12 + your Constitution bonus hit points for gained levels: 1d12 + your Constitution bonus Hit Dice: 1d12 per barbarian level armor proficiencies: light, medium, shield weapon proficiencies: all weapons saving throw proficiencies: Strength & Constitution core skill proficiencies: Athletics and Survival languages: one minor tribal language tool proficiencies: one mount supplemental skill proficiencies: You can replace each of your redundant skills with Animal Handling, Intimidation, Nature, Medicine, Perception, or Stealth. |
Barbarian Progression | ||||||
Proficiency Level Bonus Features | Minor Totems | Major Totems | Rages | Rage Damage | ||
1st | +2 | Rage, Unarmored Defense | 0 | 0 | 2 | +2 |
2nd | +2 | Reckless Attack, Savage Totems | 1 | 0 | 2 | +2 |
3rd | +2 | Primal Path | 1 | 0 | 3 | +2 |
4th | +2 | Feat | 1 | 0 | 3 | +2 |
5th | +3 | Tactical Action | 2 | 0 | 3 | +3 |
6th | +3 | Path Feature | 2 | 0 | 4 | +3 |
7th | +3 | Extra Attack | 2 | 0 | 4 | +3 |
8th | +3 | Feat | 3 | 0 | 4 | +3 |
9th | +4 | Eviscerate | 3 | 0 | 4 | +4 |
10th | +4 | Path Feature | 3 | 1 | 4 | +4 |
11th | +4 | Feat | 4 | 1 | 5 | +4 |
12th | +4 | Sheer Determination | 4 | 1 | 5 | +5 |
13th | +5 | Persistent Rage | 4 | 1 | 5 | +5 |
14th | +5 | Path Feature | 5 | 1 | 5 | +5 |
15th | +5 | Feat | 5 | 1 | 5 | +6 |
16th | +5 | Extra Attack x2 | 5 | 2 | 5 | +6 |
17th | +6 | Feat | 6 | 2 | 6 | +7 |
18th | +6 | Indomitable Might | 6 | 2 | 6 | +7 |
19th | +6 | Feat | 6 | 2 | 6 | +8 |
20th | +6 | Primal Champion | 7 | 2 | ∞ | +8 |
Playing a Barbarian |
∨ bloodthirsty or reluctant? Some barbarians revel in their own most violent deeds, craving the rush of battle and the anguished cries of the fallen. Yet other barbarians have a gentler nature. Being offered no option other than combat infuriates these reluctant warriors. While neither sort displays poise in the heat of battle, each barbarian must choose to flaunt unchecked brutality at all times or favor calm dignity between personal rampages. ∨ comforted or troubled? Bonding with a spirit animal conveys prestige in many tribal cultures. These connections to primal forces are normally understood as kind beings intent on sharing great wisdom with the warriors they favor. Most barbarians know their spirit animals as helpful, if mysterious and vague, entities. In less harmonious cases, spirit animals turn up as vexing provocateurs, challenging the beliefs of a barbarian and prompting surges of aggression. ∨ frigid or warm-hearted? The rigors endured by barbarians turn some into callous figures no longer able to appreciate ordinary affections and simple pleasures. Harsh even when there is no need to be so, some find them difficult travelling companions. Other barbarians maintain compassion at their core, plunging into peril so that they might spare others from pain and suffering. This more friendly sort can be reassuring even when there is good reason for fear. ∨ honorbound or self-serving? Tribes that persist for many generations often impose a rigid code of behavior on their warriors. They are obligated to respect a variety of taboos and traditions that seem strange to most civilized peoples. Many barbarian adventurers remain true to the customs of their people even while travelling far from home. Others were raised with no such code, or they deliberately abandoned it to make their own way in the wider world. ∨ preserver or destroyer? Remote tribes often practice some form of the Old Faith, encouraging respect for the land and all the natural processes it supports. Barbarians raised in one these traditions tend to condemn destruction of any pristine wilderness. Yet some tribes are not religious at all, and some barbarians were not raised in a tribal community. Given the gruesome experiences of highly accomplished barbarians, it is no wonder some idealize only violent brutality to the extent they have any ideals at all. ∨ washed or unwashed? Few barbarians favor both meticulous grooming and modern formalwear. When a party prepares for an audience with an influential NPC, a choice must be made between practical rugged garb or fine courtly attire. Ragtag bands of adventurers often find negotiations become more difficult for failure to blend in among privileged elites. Yet getting a reluctant barbarian to look prim and proper can be an adventure in itself. |
Personal Odor Living in close quarters, cityfolk are often keenly aware of their own fragrance. Wearing fresh flowers or potent perfumes often supplements regular application of various grooming products. Even where aqueducts do not make clean water essentially free, frequent washing is part of any urbane routine. In villages constantly refreshed with natural breezes, different standards apply. Many residents curtail their personal body odors for the sake of special social events if at all. Barbarians tend toward the most rustic extreme of this spectrum – only worrying about how they smell after others address this issue with concern. Some can be slow to appreciate that the same fragrances likely to deter wild predators also create an unpleasant environment for social interactions. Yet all characters should be mindful of their signature scent. Skilled trackers and wild beasts may be much more sensitive to this detail than ordinary people. Also, it is a trait not easily ignored by long term companions. |
Primitive Cultures Many cityfolk are quick to dismiss the teachings of tribes that never gave rise to any sort of great city. By nature of their limited scope, these cultures are generally simple. Yet tribal people are not the mental inferiors of their urban counterparts. Cultures classified as "primitive" often feature lore shaped by a single wildnerness locale. In their native context, these teachings save lives. From avoiding predators' feeding grounds to discerning the ripeness of exotic fruit, specialized knowledge widely shared among a resident tribe can surpass the reliability of expert opinions informed only by the general knowledge of an outsider. Without that context, tribal customs and taboos can seem both arbitrary and unfounded. Civilized scholars rarely resist the temptation to look upon the wisdom of less literary thinkers as inferior. The virtues of industry and urbanization often go unchallenged as if the minimal economic exploitation of tribal cultures was morally wrong. Yet there is another way to look at this contrast. Personal hardships tend to be offset by scenic splendor and the simplicity of living close to nature. Honest census-takers do not validate the theory that modern city life promotes personal happiness any more effectively than life in a primitive village. Both situations span a spectrum from prosperous stability to perilous starvation. When a tribal village enters a crisis, its people often seek salvation from barbarians. Campaigns of aggressive bloodshed may be the only way to minimize the threat posed by a hostile tribe or a surplus of predatory beasts. The brutality of barbarians is often the decisive factor in negotiated settlements with great powers otherwise intent on the total annexation of land containing potentially lucrative resources. Whether staving off the generals of a mighty empire or the hunger of a local blight, barbarians boldly plunge into slaughters with an eye toward a better future for themselves and their allies. |
Character Physique Barbarians are suited to the most brutal sorts of close quarters combat while entirely eschewing body armor. Some barbarians quite comfortable in any weather with nothing more than a loincloth. While all players should have some ideas about their character's physical appearance, these details can be particularly important to barbarians, since they are the least inclined toward heavy garb. This may reveal brands, scars, Adventurers with high Strength scores have every reason to appear remarkably brawny. Many habitually exercise with methods that build muscle mass. Yet this is not universal. Functional muscle can be developed without cultivating much bulk. Warriors rippling with bulging musculature make no secret of their gift. Great Strength can also be found among others, from the lanky to the rotund. Other extroardinary attributes likewise present themselves in varied ways. Ability scores, race, and many other particulars should influence the physical appearance of your character; but those influences still support wide-ranging choices. An apparently mighty character could be only a little bit stronger than average, while an apparently slender character could be extremely strong. Even so, astute observation will reveal some relevant details. From the thin to the heavyset, persons of great Strength invariably have excellent muscle tone. Even someone made strong through magic will betray that ability in the way they handle objects and haul burdens. Physical appearance is much more than the basis for custom art like figurines or sketches. It is also an important factor in adjudicating encounters, especially in any social situation. The game does not require any sort of character art, but it benefits greatly from clarity about what others see as they interact with the PCs and other major characters. As with many other matters, different groups will have different standards here. Working together to better conceptualize |
Shamanic Militant Spellcasting | ||||||||||
Spell Slots | ‖ | Spell Slots | ||||||||
Level | 1st 2nd 3rd 4th | ‖ | Level | 1st 2nd 3rd 4th | ||||||
3rd | 2 | – | – | – | ‖ | 12th | 4 | 3 | – | – |
4th | 3 | – | – | – | ‖ | 13th | 4 | 3 | 2 | – |
5th | 3 | – | – | – | ‖ | 14th | 4 | 3 | 2 | – |
6th | 3 | – | – | – | ‖ | 15th | 4 | 3 | 2 | – |
7th | 4 | 2 | – | – | ‖ | 16th | 4 | 3 | 3 | – |
8th | 4 | 2 | – | – | ‖ | 17th | 4 | 3 | 3 | – |
9th | 4 | 2 | – | – | ‖ | 18th | 4 | 3 | 3 | – |
10th | 4 | 3 | – | – | ‖ | 19th | 4 | 3 | 3 | 1 |
11th | 4 | 3 | – | – | ‖ | 20th | 4 | 3 | 3 | 1 |
Shamanic Traditions Nearly every tribe to exist for more than a few generations develops an original body of customs and taboos. Interactions with local nature spirits influence these beliefs. They are also shaped directly by the land, perhaps guiding cliff dwellers not to repeat the climbing mishaps of their ancestors or informing honey gatherers which nests offer more risk than reward. When your whole worldview is centered on a single primitive camp, seeminingly minor events and natural features can generate important teachings. Both shamanic traditions and spoken languages tend to be unique to each minor tribe. Often a single individual subordinate to the chief acts as custodian of this lore. This shaman serves as guide, healer, trickster, and warrior. As with so much of primitive living, this requires accomplishing many tasks with few tools. Having already proved themselves in battle, fledgeling Shamanic Militants are challenged to prove themselves to the spirits. This often drives a lifelong effort to provide tribal homemakers with comforting stories, tribal leadership with wise counsel, and tribal warriors with unnatural strength. Traditional shamanic magic calls upon local nature spirits to work with ambient life energy. Despite enduring similar harsh judgements from many clerics, druids often regard Shamanic Militants as misguided and magically inferior. There is a kernel of truth to that – clerics and druids are dedicated spellcasters, while shamans tend to be tribal warriors first and foremost. In communities without any supportive clerics or druids in their population, shamans do what they can to be sure their tribe is never completely without access to magical power. |
Nature Spirits The magic of life is particularly inclined to produce echoes. Thriving residents often leave their own marks on favored haunts. Every death sees some release of magical energies. Many living beings retain details of notable encounters. The most exceptional individual creatures sometimes carry on after death as an immaterial presence. Also, a collective spirit can arise to embody the traits of an animal in an area where many beasts of the same kind kind live and die. These spirit animals develop supernatural awareness and cunning. They have an innate desire to intervene in the lives of barbarians and other denizens of the wilderness. Yet they cannot exert any direct form of physical force. It is rare they can even be seen by anyone not previously encountered during a personal quest to find a spirit animal. Though they are able to influence beasts, plants, and the air around them; spirit animals are seldom seen simultaneously by multiple intelligent creatures. No less stubborn than they are elusive, these entities return anew within a day if somehow banished from territory they view as their own. The only way to decisively defeat a spirit animal is to purge an area of its namesake and render the land inhospitable to such animals. Just as in life, some types of spirit animal demonstrate mutual hostility. Incautious barbarians can end up as pawns in the struggles between these mysterious beings. Though spirit animals tend to favor attitudes of reverent preservation toward wildlife habitats, the nemesis of a protective spirit animal might advance an agenda of environmental destruction. Likewise most seek security and prosperity for mortal allies, while some spirit animals convey such bloodlust as to motivate lives of constant struggle. |
Barbarian Hordes A typical tribal settlement supports between 100 and 300 residents. Roughly one third of that number will have training as warriors, and half of those warriors will have been hardened though years of battles Yet barbarians can support larger social structures. Some tribal federations see leadership empowered and enriched by regular tributes from across an entire region. Reliable communications spanning a vast expanse allows these federations to rally massive armies of primitive warriors. Barbarian hordes also arise wherever a large number of tribes are abruptly displaced by settlers from a powerful nation. Able-bodied refugees can be inclined to rally under the most vengeful leadership available. Directed toward a suitable target, such a force quickly overwhelms anything less than the finest fortifications. Highly experienced barbarians are candidates for leadership in these ferocious swarms of people. Yet taking charge is rarely as simple as asserting personal prowess. It may be necessary to defeat rivals in deadly combat. Barbarian gatherings must determine who is the strongest to enjoy effective leadership. Once that question is settled, that leader has broad lattitude to dictate goals and operational plans for the entire horde. |
Elective Abilities Every class begins accumulating some sort of elective abilities at 2nd level. These optional selections provide a way to tailor each character to a player's personal vision as well as the mechanics of a specific campaign. For example, a series of adventures confined to a thriving city might completely ignore tasks related to acquiring food and drink. Those needs could be fully satisfied through the payment of routine expenses. An elective ability that reduces personal needs for food and water would be a pure storytelling note in that campaign. Yet that same selection could be a literal lifesaver in campaigns that explore barren environments or involve extended trips to other planes of existence. Balance practical concerns with your fantasy role as you pick these elective abilities. |
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Antlers of the Elk When you begin a rage, you gain 1d8 temporary hit points. Beak of the Falcon When you make an initiative check you can add your proficiency bonus. Beard of the Lynx You are proficient with Charisma saving throws. You have advantage on saving throws against being charmed. Bill of the Duck When your rage ends, you have advantage on all saving throw(s) until the end of your next turn. Claws of the Badger When you are raging, you have advantage on ability checks and saving throws to resist being pushed, pulled, dragged, or grabbed; and you can add your Strength bonus to your passive Acrobatics. Coils of the Viper When you are raging, your melee attacks do not suffer disadvantage from being prone, and crawling does not cost you extra movement. Crest of the Chaparral When you are raging, add 10 to your speed. Ears of the Cougar When you are raging and a creature misses you with a melee attack, you can use your reaction to perform a melee attack against that creature. Eyes of the Owl You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shapes and forms. Fangs of the Bat When you are raging and your melee attack reduces a creature to 0 hit points, you can use your reaction to regain 1d4 hit points. Feathers of the Raven You can use your bonus action to produce an echoing warcry that alerts all allies within one mile of your desire for assistance and exact location. Feet of the Hare You are proficient with Dexterity saving throws. Your jump distances increase by 5 feet. Forelock of the Horse Your carrying capacity is doubled, and you have advantage on all ability checks related to avoiding exhaustion or fatigue while travelling long distances on foot. Hooves of the Goat When you are raging, attackers do not have advantage from your balancing, and climbing does not cost you extra movement. Horns of the Ram When you are raging, you can attempt to shove a creature no more than one size larger than you as a bonus action. Legs of the Frog If you are not blind or unconscious, you have advantage on Dexterity saving throws against dangers you can see. Mask of the Coyote When you are raging and you are being attacked with advantage, you can use your reaction counter it by imposing disadvantage on that attack. |
Nape of the Crane You are proficient with Intelligence saving throws. You have advantage on ability checks to doubt illusions. Paws of the Monkey When you are raging and your melee attack reduces a creature to 0 hit points, you can use your reaction to perform a melee attack against any creature within reach. Plumes of the Peacock When you are raging, any hostile creatures you hit with a melee attack have disadvantage on attacks against any target other than you until the end of your next turn. Pouch of the Opossum When you are reduced to 0 hit points, you appear dead to all non-magical scrutiny. You immediately become conscious and regain 1 hit point when you are stabilized. Quills of the Porcupine When you are raging, any creature that hits you with a melee attack takes your Constitution modifier in piercing damage. Scales of the Drake When you are raging and you hit a creature with a melee attack, you have advantage on melee attacks against that creature until the end of your turn. Shell of the Tortoise When you are raging and wielding a shield, all ranged attacks against you have disadvantage. Skin of the Crocodile At the end of a rage, regain 1d10 hit points. Spines of the Urchin While you are raging, you can use your bonus action to add 1d10 poison damage to your next attack that hits before the end of your rage. Sting of the Scorpion When you hit with a weapon attack that inflicts piercing damage, you can use your reaction to add 1d12 poison damage to that attack. Tail of the Fox You can take the Disengage action as a bonus action on each of your turns. Talons of the Hawk Your speed is not halved while grappling a creature of your own size or smaller. Teeth of the Shark You have a swimming speed equal to your walking speed. You can go for 15 minutes without breathing at all before time starts on the normal breath holding process for you. Tusks of the Boar When you are raging, if you are reduced to 7 or fewer hit points without being reduced to 0 hit points, you can use your reaction to regain 1d6 hit points. Velvet of the Moose You are proficient with Wisdom saving throws. You have advantage on saving throws against being paralyzed. Wings of the Gull While you are raging; you cannot fall faster than 60 feet per round, you do not take damage from falling, and you always land on your feet. |
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Beak of the Eagle While you are raging, add your Constitution modifier to the damage of melee attacks that do piercing damage. Brow of the Gorilla While you are raging, when you miss with a melee attack, you can use your reaction to make a melee attack. Claws of the Bear While you are raging, add your Constitution modifier to the damage of melee attacks that do slashing damage. Coat of the Bear While you are raging, your Armor Class increases by 2. Coils of the Python While you are raging, you can use your bonus action to automatically tackle any creature no more than one size larger than you that you are grabbing. Eyes of the Tiger While you are raging, your melee attacks score a critical hit on a roll of 19 or 20. Fangs of the Wolf While you are raging, all of your allies have advantage on attacks against creatures within 5 feet of you. Fists of the Gorilla While you are raging, your unarmed attacks do 1d10 + your Strength modifier bludgeoning damage. |
Mask of the Wolf You can fight by sense of smell alone. You have blindsight to a range of 30 feet, and you have advantage on all ability checks related to tracking or searching for a scent. Maw of the Python While you are raging, add your Constitution modifier to the damage of melee attacks that do bludgeoning damage. Skin of the Tiger You can attempt to Hide as a bonus action. You have advantage on Stealth checks if you are not in an urban environment, underground, or on a vehicle. Tail of the Jaguar While you are raging, when you are missed with a melee attack you can use your reaction to perform the disengage action and move up to 10 feet to any position more distant from that attacker. Teeth of the Jaguar When you reduce a creature to 0 hit points with a melee attack, you can use your reaction and spend a Hit Die to regan a number of hit points equal to 1d12 + your Constitution modifier. Trunk of the Mammoth When one of your allies within 120 feet makes a melee attack, you can use your reaction to sound a warcry that gives that ally advantage on melee attacks until the start of your next turn. Tusks of the Mammoth While you are raging, when you hit with a melee attack, you can force your target to make a Constitution save against the damage of that attack or be pushed 5 feet away and be knocked prone. Wings of the Eagle While you are raging; your jump distances are tripled, and you land on your feet even after a damaging fall. |
Bard Basics |
hit points for new characters: 8 + your Constitution bonus hit points for gained levels: 1d8 + your Constitution bonus Hit Dice: 1d8 per bard level armor proficiencies: light weapon proficiencies: all basic weapons, battleaxe, broadsword, greataxe, greatbow, greatsword, hand crossbow, hatchet, longbow, longsword, rapier, sabre, scimitar, shortsword, whip saving throw proficiencies: Charisma & Dexterity core skill proficiencies: Arcana, History, Performance, and Persuasion languages: any two languages tool proficiencies: all musical instruments supplemental skill proficiencies: You can replace each of your redundant skills with any other skill of your choosing. |
Bard Progression | |||||||||||
Proficiency Level Bonus Features | Flourishes | Cantrips Known | Spell Slots 1st 2nd 3rd 4th 5th | ||||||||
1st | +2 | Jack of All Trades, Spellcasting | – | – | 3 | 2 | – | – | – | – | |
2nd | +2 | Inspiring Flourishes, Song of Rest | 2 | 1d4 | 3 | 2 | – | – | – | – | |
3rd | +2 | College of Music | 2 | 1d4 | 4 | 3 | – | – | – | – | |
4th | +2 | Feat | 3 | 1d4 | 4 | 3 | – | – | – | – | |
5th | +3 | Artful Expertise | 3 | 1d6 | 5 | 4 | 2 | – | – | – | |
6th | +3 | College Feature | 3 | 1d6 | 5 | 4 | 2 | – | – | – | |
7th | +3 | Countercharm | 4 | 1d6 | 6 | 4 | 3 | – | – | – | |
8th | +3 | Feat | 4 | 1d6 | 6 | 4 | 3 | – | – | – | |
9th | +4 | Item History | 4 | 1d6 | 7 | 4 | 3 | 2 | – | – | |
10th | +4 | College Feature | 5 | 1d6 | 7 | 4 | 3 | 2 | – | – | |
11th | +4 | Showstopper (5th) | 5 | 1d8 | 8 | 4 | 3 | 3 | – | – | |
12th | +4 | Feat | 5 | 1d8 | 8 | 4 | 3 | 3 | – | – | |
13th | +5 | Reliable Talent | 6 | 1d8 | 9 | 4 | 3 | 3 | 1 | – | |
14th | +5 | College Feature | 6 | 1d8 | 9 | 4 | 3 | 3 | 1 | – | |
15th | +5 | Showstopper (6th) | 6 | 1d8 | 10 | 4 | 3 | 3 | 2 | – | |
16th | +5 | Feat | 7 | 1d8 | 10 | 4 | 3 | 3 | 2 | – | |
17th | +6 | Personal Glamor | 7 | 1d10 | 11 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Showstopper (7th) | 7 | 1d10 | 11 | 4 | 3 | 3 | 3 | 1 | |
19th | +6 | Feat | 8 | 1d10 | 12 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | 8 | 1d10 | 12 | 4 | 3 | 3 | 3 | 2 |
Playing a Bard |
∨ lead or supporting player? The best theatrical troupes feature a few scene-stealing performers backed by a larger number of supporting actors. Too many selfish personalities often spoil creative collaborations. Yet the most impressive spectacles require more than a few talents on stage. This dynamic is even more pronounced in musical ensembles. An extremely charismatic front person is essential to any legendary act, yet backing musicians provide harmonies and rhythms beyond the capabilities of any soloist. Even in the context of adventuring, bards must choose between asserting leadership of their companions or embracing a more supportive role. ∨ person or persona? Many bards never take the stage as a different character. They perform under the same name used in legal documents and religious ceremonies. Others maintain a separation between their identities as performers and private individuals. In some lands this is a useful precaution to avoid severe penalties for speaking out publicly against authorities. Yet even bards without fear of persecution from local rulers sometimes prefer to go unrecognized without their distinctive costumes, makeup, ∨ brash or reserved? There is an underlying basis for the stereotype of the libertine bard keen to carouse at every opportunity. Yet, as with all sorts of artists, bards exist at both extremes. Some quickly weary of any audience interactions, valuing time for practice and rest almost as much as their public performances. Individuals may even manifest both tendences. They crave private tranquility in the time surrounding dramatic or virtuosic efforts at some events yet mingle happily at raucous celebrations to share bits of comedy and light-hearted tunes. Most bards exhibit a range of social behaviors with a personal “sweet spot” for gatherings of a particular size and tone best suited to their signature performances. ∨ highbrow or folk artist? Some bards are steeped in academic perspectives on art and music. Most comfortable in the halls of aristocrats, these musicians often make their way entertaining guests at elite social gatherings. Such bards tend to be impeccable in manners and appearance. Others embrace the traditions and styles of common folk. Some even cultivate reputations as outlaws to rally greater sympathy from oppressed populations. Most large societies support both high culture and folk art with gentle antagonism between the two. Most bards learn from both sorts of influences. Peers and historians alike tend to categorize performers based on an artistic style rather than that complex blend of influences. ∨ innovator or traditionalist? Drama, music, and poetry can create some degree of connection across time. To hear the same music or share the same stories popular with ancient ancestors makes associated culture(s) feel grand. Less throwbacks to the most remarkable performances from one or two generations earlier are also evocative. Along with general nostalgia, they can inspire feelings of your and vitality among aging people. Even so, some bards reject musical and theatrical standards. This might be in favor of boldly original art, or it might be in service to a heavily improvisational style. All bards understand the value of fresh material and the appeal of classic content, though most excel at one approach to inspiring others at some expense to its alternative. ∨ establishment or outsider? Bards willing to sing the praises of aristocrats may be able to secure lucrative employment doing precisely that. The best commissions or grants typically follow from some urgent desire for authorities to influence the public. Alas, for every happy circumstance like publicizing a royal birth, there tend to be several situations that involve persecuting a local scapegoat, promoting unpopular new laws, or stimulating militant sentiments. Yet try as they might, other bards almost never manage to remain truly apolitical. Vocal criticism of military aggression, strong law enforcement, or even systematic persecution can rise to the level of a crime in many societies. Any bard at least slightly opinionated is likely to wind up being identified as a tool of the regime or a threat to its prestige. |
Instrumental Influences A musician's gear preferences sometimes reveal insights into other personal traits. Many bards favor one or more instruments to better advance their practice of specific arcane techniques. ♪ Bagpipes unrelentingly overpower other sounds by pairing low drones with piercing melodies. ♪ Drums shape all sorts of rhythms to inspire fear and tension or manipulate time itself. ♪ Dulcimers and their dozens of tuned strings allow players to quickly cover a vast range. ♪ Flutes have been soothing beasts and people alike for thousands of years. ♪ Horns carry over the clamor of battle with melodic calls and triumphant fanfares. ♪ Lutes comfortably frame voice(s) with harmony and verse(s) with virtuosity. ♪ Lyres allow skilled players to establish and sustain intricate arpeggiated harmonies. ♪ Pan flutes deliver whimsical melodies while inspiring confidence and merriment. ♪ Shawms tend to produce gentle tones suited to situations demanding subtlety. ♪ Viols specialize in expressions of sadness or sweetness, pairing well with charms. |
Magical Music Similar harmonies and rhythms delight Just as there are countless magical resources to be tapped, there is no end to the variety of patterns that might trigger a magical effect. Even as extreme generalists, it could be said that bards specialize studying the structures shaping effective intonations of spellcasting. Their sensitivity to ratios in frequencies and timing allow accomplished bards to emulate the techniques of more advanced practitioners. Drawing entirely upon their performing abilities rather than any higher power or internal wellspring, even the most accomplished bards are only able to prepare a few advanced spells. Yet the most elaborate of these imitations is entirely effective for any spell under the 9th Tier of Power. |
Marching Music Though some armies march in silence, many more employ chanted cadences or military drummers to keep their forces on pace. Thus most musicians in armed services maintain lengthy repetitive performances while holding their places in formation. Though bards sometimes perform these duties, adventurous performers tend to favor more creative forms of expression. Their most memorable music might enhance the quality of rest breaks. Highly experienced bards go beyond providing encouragement and motivation, altering the tone and tempo of conflicts underway. Bards excel at neutralizing either emotional or arcane forces working against allies. They can also sound off with flourishes so exquisitely timed as to alter the outcomes of attacks or spells. Though capable adventurers in general, bards are at their best when using their unique abilities to intensify the successes of others. |
Stage Performances Thriving communities generate strong demand for entertainment. Aside from dancing, gaming, reading; this tends to take the form of shows performed live. Public places like markets and tavens often welcome entertainers able to attract crowds to their venues. Amphitheaters, playhouses, and stadiums are dedicated accomodating large audiences intent on seeing shows. Many of these facilities support a troop of players able to deliver some mix of humor, drama, and/or music for several hours in a typical day. The largest tend to favor brief runs from celebrity acts able to draw customers from outside the community. Modern entertainment often incorporates comedy, music, and tragedy in a single show. Musical interludes enrich scene transitions even in plays that lack any singing. Grim tragedies can be all the more powerful if dark moods are contrasted with incisive humor. Madcap comedies are more appealing when a coherent story is told though a procession of wild antics. The most ambitious sorts of performing arts pair large ensembles of musicians with plays performed through a mix of acting and singing. Also remarkable are exhibitions of music in which a singular star or small group of vocalists tell epic tales entirely through song. |
Viscous Mockery Highly experienced bards from the College of Humor pair their most incisive insults with a variety of slippery substances that appear to form spontaneously from nothingness. Magical conjuration of this goo is entirely possible, though many of these bards are also prop comics. Concealed waterskins, refilled eggshells, or even exotic eggs could also deliver the material aspect of these humiliating efforts. Most of these messes wiped away after their victims have a moment to appreciate the nature of their impairment. 1) Slickened surface often involves spraying some sort of lubricant onto or under the feet of a victim. Alternatively, globs of slime or rotting fruits can be positioned to deprive a target of reliable footing. This sort of attack can be ideal for delaying a hostile pursuer or gaining advantage over an adversarial duellist. 2) Stinking slime can be as simple as handfuls of especially foul mud or it might involve application of something like nautical pitch. It typically robs valuable garb of status as finery even as it marks targets with dripping trails and strong scents. Adversaries not previously hostile may become so after being subjected to this indignity. 3) Facial coverage is a tactic so venerable that diviners have yet to establish the earliest instance of a pie to the face serving as a comedic gesture. Yet this classic remains a useful tactic for jesters intent on granting advantage to allies in a fight. All manner of foams and gels can be substituted for actual pies in these efforts to momentarily block a victim's vision. 4) Vibrant paint often features rare ingredients to achieve bold colors with strong contrasts to ordinary or bleak surroundings. Such visual highlighting helps attackers find their mark. Yet it is also a humiliation just as outrageous as the susceptibility it creates. In the thick of battle, some victims quickly cover such an eyecatching mark with an unpleasant option like blood or mud. |
College of Lore Bonus Spells | |||||
Level | Bonus Spells | ||||
1st | Faerie Fire | Magic Missile | |||
2nd | Locate Object | Magic Weapon | |||
3rd | Glyph of Warding | Magic Circle | |||
4th | Private Sanctum | Infuse Weapon | |||
5th | Scrying | Teleportation Circle |
Popular Entertainment Legal restrictions on the performing arts are entirely about censorship. Some rules are meant to prevent the spread of rebellious sentiments while others maintain traditional taboos. Perfoming music originated by others is not at all controversial. Many composers and entertainers consider it a personal triumph when their music is repeated by many other acts. Climactic lyrics and evocative melodies sometimes pervade entire societies with persons at every level of talent repeating those references. Skillful renditions of currently popular pieces can help draw larger crowds before an artist launches into more obscure material. Perfomers credited with originating one or more intensely well-liked works can become celebrities based only on that achievement. They can command higher fees for personal appearances, draw larger crowds at events, and generate more interest in new projects. This applies to poets, playwrights, and raconteurs as well as musicians and singers. Such a prominent cultural voice allows popular entertainers to make influential comments on delicate issues. Many performers proudly dedicate their works to a patron, either divine or political. Yet celebrities persistently challenging authorities can spark both debate and defiance more easily than any less artful advocate. |
Celebrity Status All adventurers run the risk of becoming famous or infamous for their deeds. Bards are especially likely to develop larger-than-life reputations, since much of what they do involves appearing before audiences of influential figures if not also large numbers of spectators. With styles and voices both carefully cultivated to make an impression, bards are often the most memorable personalities among a company of travellers. Between adventures, bards are the most likely to pen or sing a popular chronicle of the group's previous achievements. Adventuers and entertainers alike sometimes establish alternate identities. This might make it possible to deliver unwelcome messages and perform controversial art without suffering much persecution away from the stage. It might also allow an extremely famous figure to enjoy relative anonymity once a performing persona has been shed. The most famed heroes and entertainers can be overwhelmed by their own popularity. From attracting an instant entourage to recieving rare gifts from artisans and aristocrats, the life of a proper celebrity pairs special challenges with unique abilities. |
Interjections Players will inevitably comment on combat underway. A single action may merit lengthy discussion. Hopefully these occasions are rare. Characters are also able to comment in battle under normal circumstances, though this must be done with some regard for time. When delivering a plea, quip, or threat; keep in mind that an entire round of combat turns only spans six seconds. Action sequences and lengthy speeches do not pair well with one another. If you wish your character to speak during a fight in progress, keep your words few. Bards need not express any words to deliver Inspiring Flourishes, though these abilities often present opportune moments for a little levity or poetry. |
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Acoustic Countermeasures When an ally who can hear you takes thunder damage, you can use your reaction and this Inspiring Flourish to reduce the thunder damage by twice that number. If multiple allies who can hear you are damaged by the same attack or effect, you can reduce the thunder damage taken by al of them. Alarming Wail Add 2 to the DC of saving throws against any spell you cast that could inflict the frightened condition. You can use your action with this Inspiring Flourish to produce a disturbing shriek that awakens all sleeping persons within one mile. Having done this, you cannot deliver another Alarming Wail until you complete a long rest. Antiphonal Phrase When an ally who can hear you casts Counterspell or Power Struggle, you can use your reaction with this Inspiring Flourish to grant that ally advantage on the ability check to succeed. Arpeggiated Fanfare When an ally who can hear you reduces a creature to 0 hit points, you can use your reaction with this Inspiring Flourish to grant that number of temporary hit points to the triggering ally. Ballad Improvisation When an ally who can hear you casts a spell that could charm a creature, you can use your reaction with this Inspiring Flourish to give one target disadvantage on the saving throw to resist that spell. Bass Drone You can add your Constitution bonus to your Inspiring Flourish rolls. Booming Outburst Add 2 to the DC of saving throws against any spell you cast that could inflict deafness. When you hit with a melee attack, you can use your reaction with this Inspiring Flourish to deal that amount of thunder damage to the target of your attack. Breakneck Beat When an ally who can hear you begins to move, you can use your reaction with this Inspiring Flourish to add twice that number to the speed of the ally until the end of their turn. Comforting Counterpoint When an ally who can hear you takes psychic damage, you can use your reaction with this Inspiring Flourish to reduce the damage by that number. Corrective Rhythm When an ally who can hear you casts a healing spell, you can use your reaction with this Inspiring Flourish to allow one recipient to regain that number of additional hit points. Deadly Crescendo You can use your action with this Inspiring Flourish to allow one ally who can hear you to make a melee attack during your turn. Deft Dance You can use a bonus action with this Inspiring Flourish take the Disengage action or the Dodge action. |
Distracting Quip When an ally who can hear you is hit by an attack, you can use your reaction with this Inspiring Flourish to subtract that number from the attack roll, possibly causing the attack to miss. Downbeat Beatdown When you hit a creature with a melee attack, you can use your reaction with this Inspiring Flourish to increase the damage of the attack by that number. Encouraging Rhyme You can use your bonus action with this Inspiring Flourish to grant an ally who can hear you a saving throw to end one ongoing condition or effect. Echoing Chorus When an ally who can hear you casts Dispel Magic or Unravel Effect, you can use your reaction with this Inspiring Flourish to grant that ally advantage on the ability check to succeed. Ecstatic Refrain When an ally who can hear you casts a spell that compels dancing or laughter, you can use your reaction with this Inspiring Flourish to give one target disadvantage on the saving throw to resist. Elastic Tempo When an ally who can hear you casts the Haste spell or the Slow spell, you can use your reaction with this Inspiring Flourish to add one target to that spell. If you are within the caster's range you may designate yourself as that target. Frenzied Fugue When a creature hits you with a melee attack while you are holding a weapon, you can use your reaction with this Inspiring Flourish to perform a melee attack against that creature. Fullsome Harmony When an ally casts a spell with a verbal component and a creature successfully makes the saving throw against that spell, you can use your reaction with this Inspiring Flourish to increase the DC by that number, possibly causing that saving throw to fail. Gentle Lullaby When an ally who can hear you casts a spell that could put a creature to sleep, you can use your reaction with this Inspiring Flourish to strengthen that spell as if it were cast with a spell slot one level higher. Gloomy Dirge When an ally who can hear you casts a spell that could frighten a creature, you can use your reaction with this Inspiring Flourish to give one target disadvantage on the saving throw to resist. Grievous Refrain When an ally who can hear you inflicts psychic damage, you can use your reaction with this Inspiring Flourish to increase the damage one target suffers by that number. Glorious Reveille Select one condition from charmed, confused, fixated, frightened, paralyzed, slowed, unconscious, or weakened. You can use your action with this Inspiring Flourish to allow all allies who can hear you to make saving throws against each ongoing effect inflicting that condition. In cases originally established with no saving throw, a result of 11 or higher on 1d20 ends that effect. |
Cleric Basics |
hit points for new characters: 8 + your Constitution bonus hit points for gained levels: 1d8 + your Constitution bonus Hit Dice: 1d8 per cleric level armor proficiencies: light, medium, shields weapon proficiencies: all basic weapons, flail, morningstar saving throw proficiencies: Charisma & Wisdom core skill proficiencies: Medicine and Religion languages: one major human language tool proficiencies: healers' kit supplemental skill proficiencies: You can replace each of your redundant skills with Arcana, Insight, History, Nature, Perception, or Persuasion. |
Cleric Progression | |||||||||||||||
Proficiency Level Bonus Features | Heavenly Channels | Cantrips Known | Spell Slots 1st 2nd 3rd 4th 5th 6th 7th 8th 9th | ||||||||||||
1st | +2 | Spellcasting, Turn Undead | – | 3 | 2 | – | – | – | – | – | – | – | – | ||
2nd | +2 | Channel Divinity | 1 | 3 | 3 | – | – | – | – | – | – | – | – | ||
3rd | +2 | Holy Domain | 1 | 4 | 4 | 2 | – | – | – | – | – | – | – | ||
4th | +2 | Feat | 1 | 4 | 4 | 3 | – | – | – | – | – | – | – | ||
5th | +3 | Destroy Undead | 2 | 4 | 4 | 3 | 2 | – | – | – | – | – | – | ||
6th | +3 | Holy Domain Feature | 2 | 4 | 4 | 3 | 3 | – | – | – | – | – | – | ||
7th | +3 | — | 2 | 5 | 4 | 3 | 3 | 1 | – | – | – | – | – | ||
8th | +3 | Feat | 2 | 5 | 4 | 3 | 3 | 2 | – | – | – | – | – | ||
9th | +4 | Divine Intervention | 3 | 5 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | ||
10th | +4 | Holy Domain Feature | 3 | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | ||
11th | +4 | — | 3 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
12th | +4 | Feat | 3 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
13th | +5 | — | 4 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
14th | +5 | Holy Domain Feature | 4 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
15th | +5 | — | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
16th | +5 | Feat | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
17th | +6 | — | 5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | Personal Eminence | 5 | 8 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | ||
19th | +6 | Feat | 5 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
20th | +6 | 5 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Playing a Cleric |
∨ evangelical or mystical? Clerics are typically eager preach on behalf of their core beliefs at any suitable opportunity. Some make a habit of delivering short speeches at the start of any journey, meal, and/or social gathering. Evangelical clerics proudly pursue the conversion of others to their faith or philosophy. Mystical clerics are no less sincere in their beliefs, but they are much less willing to spread those beliefs. Their spiritual teachings are organized by a progression of revelations, each shared only after earning greater status in that tradition. Every cleric must choose between actively spreading their spirituality or sharing religious lore only rarely and in secrecy. ∨ formal or casual? Some clerics take their status as holy persons extremely seriously. They may insist even constant companions use formal protocols and titles in direct address. Ceremonial garb may double as everyday attire for these individuals. They rarely let others forget their special connection with divine power. Yet other clerics do not extend the concept of sacred to themselves any more than they apply it to other living people. Casual clergy tend to reserve ceremonial garb for rare occasions, and many sport ordinary everyday attire. They will prefer to be addressed informally, and many are comfortable striking up friendships with persons who might be judged harshly by their faith. As a mortal agent of the gods, a cleric can either emphasize that status at all times or confine religious formality to the most important rituals. ∨ judgemental or providential? Some faiths emphasize punishment, directing the faithful to improve the world by ridding it of wickedness as defined by their doctrines. Others emphasize succor, tasking followers to improve the world by providing relief to suffering people. Most ministries inspire a mix of both pursuits. Yet each cleric must find their own place on this spectrum. The most aggressive and violent often prefer the dispensation of harsh judgements, while the most gentle and peaceful often prefer to provide humanitarian relief. Thus adventuring clerics tend to be capable of both roles while clearly favoring one or the other. Judgemental clerics show little tolerance for actions and ideas at odds with their own teachings, while providential clerics often provide valuable assistance even to individuals explicitly condemned by their faith. ∨ elitist or populist? A cleric tending to the spiritual needs of a few aristocrats can command more influence and resources than someone ministering to thousands of congregants. Holy persons may focus all their efforts on a narrow portion of high society – working to change the world by guiding great leaders. These clerics routienly socialize with the aristocracy, and some hold their own political titles. Others tend to focus on reaching as many souls as possible. Populist preachers deliver sermons advocating causes broadly supported by ordinary working families. Their status stems from the support of a large community of worshippers. Even when dedicated to the same holy order, philosophy, or polytheism; tensions often arise between individuals with these two preferences. Elitists can be disimssive of efforts to rally common folk, while populists tend to see aristocratic priests as highly corruptible. ∨ fundamentalist or reformer? Some clerics prioritize their teachings by favoring the oldest and most established ideas over newer notions. Venerable lore is especially credible to persons of many faiths. Some people have particular confidence in beliefs and teachings that have remained unchanged for generations. Yet this outlook is not universal. Some clerics preach the value of perpetual reform. They see the imperfections of mortal understanding as a sound basis for an ongoing, perhaps perpetual, project to better fathom the divine. Fundamentalists can be critical of reformers' flexibility, while reformers have doubts about the purported perfection of theological claims made by long-dead priests. Most religions feature practitioners of both sorts, and their disagreements often form the basis for coherent internal factions. ∨ fanatic or moderate? Some clerics dedicate their entire existence to advancing a spiritual agenda. For these individuals, no sacrifice is too great if the result promotes their own faith or philosophy. Should they die in pursuit of this agenda, their corpse might sport a serene smile. Fanatics can be unsettling, especially in the eyes of those who understand how much more they value spiritual purity than mortal lives. Moderates appeal to a different sort of worship. They see the merits of tolerance for minor violations of taboos. Most moderates will do no more than reprimand talk of heresy, recognizing some value in freedom of thought. They typically believe that only actions rise to the level of offending the gods. Thus moderates can be quick to restrain fanatics, while fanatics can be quick to punish anyone identified as a challenge to their core beliefs. |
Patron Deities Spellcasting clerics are not necessarily religious. Yet all have studied some religious lore. They appreciate the crucial role divine inspiration plays in shaping moral beliefs. Even the most philosophical clerics still recognize one deity of the same alignment as a personal patron. Religious clerics typically pray aloud to their patron deity. Boldly rejecting the core teachings of a chosen faith or philosophy often renders spellcasting clerics unable to channel magical energy. Purposefully pursuing an alignment incompatible with a patron deity is likewise problematic. Freewill enables mortals to navigate moral dilemmas on their own terms. Enough incompatible actions can drive alignment change. By contrast, the morality of deities is eternal. A lapsed cleric must make great efforts to restore a personal connection to their former patron or achieve consecration in a new, more compatible, spiritual tradition. Thus the alignment of any spellcasting cleric can be inferred from the identity of their patron. Observers highly versed in religious lore might be able to infer that identity from the personal attitudes, routine habits, and sacred symbols of a cleric. Polytheists pray to multiple deities. Some philosophers quibble about whether or not their sacred utterances amount to prayers. Regardless of technicalities, every cleric praises at least some the virtues associated with a single patron deity. Most philosophers are wise enough to understand that their power flows through heavenly channels, and all religious clerics proudly honor their divine patrons. Spiritual magic is unified by an earnestness of belief that runs both deep and strong. |
Bonus Spells Many spellcasters receive bonus spells through participation in a relevant subclass. The techniques needed to cast these spells are a core part of the training associated with that subclass. Bonus spells do not count against total number of known spells or prepared spells for the associated class. Yet they are always prepared and utilized with the Spellcasting feature of that class once a sufficiently high level spell slot is granted by that class. This is true even for bonus spells that do not occur on the spell list of that class. A constant state of readiness to achieve these effects is maintained through the rituals and routines of the granting subclass. |
Holy Domain Bonus Spells | ||||||
Level | Forge | Grave | Knowledge | Life | Light | |
1st | Identify | Inflict Wounds | Comp. Languages | Cure Wounds | Color Spray | |
2nd | Magic Weapon | Gentle Repose | Detect Thoughts | Lesser Restoration | Flaming Sphere | |
3rd | Heat Metal | Speak with Dead | Tongues | Revivify | Daylight | |
4th | Fabricate | Death Ward | Divine Portent | Death Ward | Coherent Beam | |
5th | Creation | Raise Dead | Scrying | Greater Restoration | Scrying | |
6th | Blade Barrier | Move Earth | True Seeing | Heal | Sunbeam | |
7th | Arcane Sword | Finger of Death | Symbol | Regenerate | Prismatic Spray | |
8th | Maze | Power Word Stop | Feeblemind | Antipathy/Sympathy | Sunburst | |
9th | Imprisonment | Power Word Die | Foresight | True Ressurection | Prismatic Wall | |
Antipathy/Sympathy | Antipathy/Sympathy | Antipathy/Sympathy | Antipathy/Sympathy | Antipathy/Sympathy |
Level | Nature | Tempest | Trickery | War |
1st | Speak with Animals | Thunderwave | Disguise Self | Heroism |
2nd | Locate Animals or Plants | Shatter | Pass Without Trace | Magic Weapon |
3rd | Speak with Plants | Lightning Bolt | Nondetection | Haste |
4th | Dominate Beast | Ice Storm | Confusion | Booming Battlecry |
5th | Commune with Nature | Resonating Vibrations | Mislead | Animate Objects |
6th | Wall of Thorns | Chain Lightning | Mass Suggestion | Blade Barrier |
7th | Animate Trees | Rolling Thunder | Project Image | Heavenly Chariot |
8th | Animal Shapes | Control Weather | Maze | Sandstorm |
9th | True Polymorph | Storm of Vengeance | Time Stop | Perfect Strike |
Sacred Symbols Philosophers and priests alike tend to favor a specific emblem or object as a focus for spiritual power. Though many carry bejewelled versions of these symbols, they need not be conventional treasures to serve as metaphysical talismans. The purchase price of a holy symbol could reflect the cost of religious services involved in its consecration and/or the inclusion of ordinary materials obtained from specific shrines rather than the intrinsic value of the materials consumed in its production. Even philosophers achieve greater clarity and confidence when their decarations of morality are accompanied by displays of a symbol they hold sacred. |
Holy Orders Most spellcasting clerics are members of a holy order. These organizations direct their prayers entirely toward one deity. Some go so far as to proclaim their patron as a supreme being, destined to dominate the multiverse. Despite this, each of them teaches broad truths about the entire Fivesquare Pantheon. Holy orders are ordained to play a parts in the unfolding dramas of mortal politics and spiritual struggles. Even the most peaceful of these priests see themselves as warriors on a cultural level. Even the most violent among them can be quick to heal and shelter like-minded worshippers in need. Beyond the spirituality of religious leaders and followers, holy orders have explicit ambitions or duties. Some pursue secretive agendas fully revealed only to the most senior members of the organization. Others combine worship with commerce, using the sanctity of their vows to win customers in search of quality products and reliable services. Each holy order has its own sacred purpose, and all members are devoted to it. Yet that purpose can be broad and/or vaguely defined. Ecclesiastical superiors can be keen to support the adventuring careers of their underlings, happy to collect tithes while selectively absolving wealthy followers of other obligations. After all, a sincere follower accumulating influence and power is an increasingly valuable asset to the faith itself. |
Afterlife Realms Death can be reversed, though this becomes progressively more difficult as time passes. Creatures slain in the previous minute can be revived with minor miracles. Their spirits remained firmly tethered to their physical forms. As dead bodies begin to cool, energy departs. The life forces of ordinary beasts return to nature – ambient potentials pooling together and waiting to be recycled into new creatures. The souls of awakened beasts and ordinary people are called to one of five other worlds under the control of Arawn, Hades, Hel, Ma Yuan, or Osiris. In ordeals that sometimes seem to span years from the perspective of the deceased, the Court of Souls invariably takes ten days to determinne the final fate of each individual. Though the miracle required is not so minor, large religious institutions often shelter multiple personnel with the power to raise the dead. No one casually petitions the Court of Souls for an indefinite stay of process, as this requires a sacrifice of greater value than two trained warhorses. After hearing these rulings and being conveyed to an Afterlife Realm, the possibility of rejoining the living becomes unthinkably remote. To accomplish such a tremendous miracle, sacrifices beyond the expense of fashioning a full suit of battle dress are required in addition to the services of an extremely experienced cleric. Even success can be devastating, as that cleric might surrender access to spiritual magic for a time. Meanwhile beneficiaries can require weeks to recover from lingering traces of physical death paired with haunting memories of conditions in an Afterife Realm. |
Spellcasting Philosophies All spiritual magic is regulated by the Fivesquare pantheon, and all clerics form relationships with specific patron deities. Yet these relationships take many forms. Polytheists see their patron gods as one among many. The language of their prayers is diverse enough to reflect this. Some philosophers practice their beliefs with such profound conviction they never need explicitly acknowledge their divine patrons. Their prayers may take the form of ethical arguments or moral proclamations. Spellcasting philosophers are not barred from acknowledging their patron gods. Some draw their powers through religious prayer, simply preferring independence over being bound to the doctrines of any faith. It is their passion for particular ideas rather than worship itself that empowers philosophical spellcasting. Most theologists believe this power proves how deeply the gods are devoted to their favorite virtues. Yet contrarians contend deities ride currents of metaphysical moral substance, with beliefs elevating gods rather than the other way around. Opinions among philosophers vary here. Modern sages are confident support exists for both views, as worship certainly provides power to deities and deities certainly provide power to faithful worshippers. The result is a chicken-and-egg conundrum, with the true origins of gods and religion shrouded in the histories of worlds from the distant past. While all clerics share a level of mutual respect for the degree of devotion demanded by their class, spellcasting philosophers are not generally considered holy persons. |
Polytheisms The Age of Heroes was wracked by constant conflict between gods. Early in that era, pantheons rose to prominence by overpowering deities without any allies of their own. These teams of deities did much more than band together to fight off rivals. They actively promoted particular mortal societies while collaborating on religious narratives rich with the seeds of moral conflict. In this way the most successful pantheons grew large populations of worshippers made all the more passionate by struggles internal to each major pantheon. Even today the Æsir, the Ennead, the Olympians, the Tribe, and the Wŭshén are venerated as collectives. While the patrons of these faiths are the respective chief deities for each group, individual practitioners embrace a broad range of ceremonial and stylistic conventions. These broad polytheisms often perpetuate worship of Dead Gods previously affiliated with a particular pantheon. Yet there are also some polytheisms rooted in more recent developments. These faiths often promote narratives of particular importance to the prevailing culture in one major human homeland. Polytheisms not devoted to a large collection of mostly departed deities will instead promote gospels focused on five specific members of the Fivesquare Pantheon. The five gods featured in such a polytheism each have parts to play in an ongoing conflict or cycle with profound moral implications. Though only one of those five will serve as patron to clerics practicing such a faith, effective invocations can follow from references to the entire pentad or any of its members. |
Modern Medicine Many human communities plan development around networks of churches or temples subsidized to tend to the health of the general public. Which religions are favored by local and national officials is often reflected by preferences in this area. That tends to result in huge institutions simultaneously healing the sick and promoting the values of established dynasties. Injured people know to seek out these facilities just as victims of crimes know to contact city guards. Urban clerics invariably learn the basics of first aid, hygeine, and wound care because their ability to address basic medical complaints conserves whatever resources are available to perform more miraculous sorts of healing. In less crowded quarters, this medical training remains crucial for clerics. With few or no peers prepared to perform emergency magic, any spellcasting makes the entire community more vulnerable. Analgesics, bandages, sedatives, spirits, splints, and stitches are poor substitutes for the power of the gods. Yet these remedies can dramatically reduce both the personal suffering and the recovery times associated with ordinary ailments and injuries. For many clerics, these acts of mercy are also a stepping stone to divine inspiration. Others naturally develop this skill as their capacity for reverence allows them to remain calm and clinical despite downright gory predicaments. |
Alignment Philosophies Arawn, Chung Kuel, Dagda, Hel, Ma Yuan, Mannanan Mac Lir, Shang-Ti, and Zeus each sponsor philosophies keenly harmonized with their respective alignments. Like other spellcasting philosophies, these efforts allow deities to develop spiritual channels related to select virtues in a more flexible form than religious doctrines. These philosophies go beyond promoting one alignment, but their teachings often sound sastisfying to individuals strongly sympathetic to the associated alignment. ⇥Agents of Equilibrium are neutral.⇤ ⇥Just Lawgivers are lawful good.⇤ ⇥Merry Hoodlums are chaotic good.⇤ ⇥Selfless Benefactors are neutral good.⇤ ⇥Solicitous Drafters are lawful evil.⇤ ⇥Sovereign Renegades are chaotic evil.⇤ ⇥Tidal Movers are chaotic neutral.⇤ ⇥Upstanding Counselors are lawful neutral.⇤ ⇥Vicious Malefactors are neutral evil.⇤ Alignment philsophers can be especially averse to prayer. Yet clerical spellcasting requires deep and genuine commitment. Thus alignment philosophers tend to hold moral stances with great emphasis. Most are articulate enough to defend their own heartfelt convictions with the full spectrum from logical analyses to sentimental appeals. Some philosophers revel in debating ethics with no less enthusiasm than conventional hedonists partake of wine. Though seldom revered as holy persons, spellcasting philosophers can be highly esteemed in academic circles. They play vital roles at any universities seeking to offer comprehensive arcane education without any specific religious affiliation. |
Layfolk Spellcasting For a variety of reasons, deities sometimes extend a spark of divine power to individuals with no prior history of spiritual spellcasting prowess. Extremely devoted adventurers can gain this ability. It is a personal triumph when it stems from the promotion of a faith to a travelling acquaintance. Even without knowledge of the protocols and traditions of any particular faith, layfolk spellcasters are considered holy persons by admirers of patron deity associated with that ability. Their distinctive spellcasting confirms this in the eyes of astute arcanists. Layfolk Spellcasting is more akin to racial magic abilities than any class-based spellcasting. It resides in the blood. Some Layfolk Spellcasters are endowed by distant divine heritage, and all are empowered by direct divine intervention. So long as a recipient maintains an alignment in concert with their heavenly benefactor, that individual can work small miracles on a daily basis. Some clerics regard these directly consecrated individuals with jealousy, as they are not bound so severely as spellcasters empowered by a formal religion. Others recognize layfolk spellcasters' personal connections as justification for direct reverence. Sages take a keen interest in this special ability, since many Layfolk Spellcasters played crucial roles in modern history. Conquerers or defenders, liberators or oppressors, rulers or usurpers – the principled actions of these divinely-endowed individuals shape the outcome of crucial conflicts. There is no obvious path to the pursuit of layfolk spellcasting, but Annointed Souls are not rare among adventurers. Plunging into the thick of peril certainly draws divine attention more readily than tending to uneventful daily routines. Heroes and villains with coherent moral outlooks are prime targets for deities looking to mint additional minions in their efforts to shape earthly events. |
Religious Tolerance The three largest human empires are joined by many great kingdoms and minor nations in upholding some sort of religious tolerance laws. These laws may recognize all spellcasting clerics as holy persons, making assaults on them more serious crimes. All religious tolerance policies support the establishment and protection of places of worship for any faith dedicated to a member of the Fivesquare Pantheon. Some priesthoods exploit these protections by raising up temples that go far beyond clashing with the neighborhood aesthetic. Yet religious tolerance laws are no magical shield. Where a deity is extremely unpopular, any associated facility on a public street will be a frequent target for vandalism. Also, outspoken proponents of an unpopular faith can find themselves subject to severe critiques. Emperors and monarchs may demand representatives of all the gods be permitted to practice religion in their lands, but this is not the same as making them all feel welcome. Some holy orders construct all major centers of faith in remote wilderness locations to be free from popular backlash. Though religious tolerance laws sometimes reduce tax burdens on holy persons, they do not generally support other legal exemptions. Nearly all modern governments severely punish any sacrifice of people for religious purposes. Save for small towns dominated by individual religions, local constables tend to prioritize keeping the peace over the enforcement of any spiritual teachings. Priests are expected to promote religious doctrines among their followers, but being too bold in the enforcement of taboos among non-believers turns some holy persons into recurrent criminals. |
Holy Persons Most civilized people have a broadly positive attitude about religion. A little education is required to become familiar with the entire Fivesquare Pantheon, but it is common for folks to favor one or more deities while also having an unkind opinion of a few others. Local superstitions add endless wrinkles to spirituality. A limited grasp of religious lore can cause people to seek medical assistance and/or spiritual guidance from clerics of faiths not inclined toward such benevolence. Some practitioners go so far as to conceal holy symbols and other religious paraphernalia when intent on carousing and/or relaxing. It is all too easy to forget that holy persons are nontheless persons, with all the physical and social needs that implies. People can be unusually self-conscious around priests. Also, the strain of helping others can disrupt an otherwise satisfying rest. In some cases, normality need be concealed from worshippers to avoid compromising the mystique or the solemnity of religious proceedings. Yet there are advantages to being recognized as a holy person. Civilized bandits are more likely to leave clerics and their companions alive after a raid. A combination of insititutional respect and traditional superstition makes many street criminals reluctant to attack priests even where the associated criminal penalties are not heightened. Mutual recognition between holy persons can produce almost any outcome. Devotees of the same patron deity will generally be helpful and sympathetic. Yet the priesthoods of divine rivals often work tirelessly to undermine each other. Other reactions range from respectful professional courtesy to contemptuous theological rebuke. |
Religious Evangelism Typical clerics are quick to act on opportunities to promote their beliefs. Even philosophers can be keen to preach at length about ethical and moral particulars. Some faiths engage in less outreach, even to the extreme of being downright secretive about their own core teachings. Likewise, intensely evangelical faiths continue to support clerics more inclined to serve the cause in other ways. All that said, normal clerics in normal situations will act to honor and popularize their preferred body of spiritual teachings. Wise judgements help to shape these acts. For example, clerics selling sacred goods and/or services to outsiders often limit their evangelism to proscribed rituals and vague non-magical benedictions. It can be bad for business to disrespect other faiths while pursuing a holy purpose into the realm of commerce. Winning over new followers is most smoothly accomplished at the right time and place. While people are recovering from recent ailment or injury, they can be especially receptive to recruitment efforts performed by their healers. Many religious institutions hold weekly gatherings that welcome outsiders. Some also conduct classes that promote religious doctrines while teaching languages and literacy. Blending worship with family activities allows priests to encourage the growth of those families most likely to contribute to a new generation of thriving adherents. Clerics settled into a non-adventuring life often dedicate themselves to sustaining and growing such a congregation. Legendary adventurers may find themselves attacting a following even if they do not raise up a suitable stronghold. |
Minor Religions The faiths and creeds listed in this document do not describe every possible approach playing a cleric. It can be satisfying to navigate the lore in search of compatible selections, but this is not required. Selecting one patron deity from the Fivesquare Pantheon is required. Following the alignment of that deity is required. Original philosophies and religions can be tailored closely to the ideas of players, yet they still require loose consistency with some concept of alignment. They also require the approval of one among the twenty-five deities known to support all effective spiritual spellcasting in this world. Holy persons are less likely to be formally recognized when they practice minor religions rather than well-known belief systems. Without that recognition, it can be difficult to assert privileges like religious tolerance for ritual activities or tax exemptions for tithe collections. Otherwise sympathetic clerics and paladins often attempt to recruit established clerics into their congregations. Yet some potential allies turn hostile toward what they consider heresy. Though each commitment to a Holy Domain is permanent, clerics can change religions readily enough. Some even abandon their alignments and divine patrons only to reconnect with spiritual power after performing profound acts of atonement or successfully adopting a new alignment/patron supportive of the same Holy Domain. The status of clergy from venerable organizations differs wildly from those involved in minor upstarts. What remains constant from the most widely-practiced faiths to the most obscure spiritual movements is the connection to divine power. If beliefs remain earnest and actions remain largely consistent with those beliefs, holy power flows from heavenly sources along strong channels anchored by this personal moral integrity. Practitioners of a minor religion need not preach evangelically or otherwise engage in promotional ministry, but they must have some core beliefs they would promote if so inclined. They must also extol these beliefs in acts of prayer. |
Spheres of Influence The Age of Heroes saw miracles and prayer caught up in epic snarls of inharmonious spirituality. The Great Consolidation demands all divine providence flow from some combination of channels dedicated to air, balance, authority, darkness, earth, fire, harvests, havoc, judgement, medicine, mischief, music, propriety, prosperity, secrecy, slaughter, storms, strategy, vigor, vision, and water. Excellent coordination optimizes the efficiency of these flows. In what some lecturers describe as "theological alchemy," clerics can call down those energies then mix them with relatively simple formulae into complete spells. Deities do not limit their clergy with to a subset of the spells available to all clerics, but they make their preferences felt all the same. The unique combination of five spheres in the portfolio of each god affects the presentation of their miracles. For example, healing from a god of air might be accompanied by a refreshing cool breeze, while a god of fire might impart a comforting warmth to the afflicted. What a cleric can accomplish with magic is only limited by the entire structure of 21 providential channels. Yet how that magic looks and feels is often shaped by the divine portfolio of a patron. |
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Adjust Axis [BALANCE] When a creature within 30 feet falls or is knocked prone, you can use your Channel Divinity and a reaction to keep that being upright. The creature remains standing in the last position it occupied before the fall. If a trapdoor, vanishing floor, or something similar makes it impossible to stand there, falling occurs normally. Bolt from the Blue [STORMS] When a creature within 30 feet of you inflicts lightning damage, you can use your Channel Divinity and a reaction to add triple your cleric level to that damage. Celestial Chorus [MUSIC] When a creature within 30 feet of you inflicts thunder damage, you can use your Channel Divinity and a reaction to allow that creature to inflict maximum damage rather than rolling damage dice. Divine Plan [JUDGEMENT] When a creature within 30 feet of you has disadvantage on an attack roll or ability check; you can use your Channel Divinity and a reaction to grant advantage on the roll, countering that disadvantage. Ecclesiastical Elocution [AUTHORITY] When you perform or assist a Persuasion check, you can use your Channel Divinity and a reaction to add your Wisdom bonus to that check. Fortune's Favor [PROSPERITY] When a creature within 30 feet rolls a 1 on an attack roll, saving throw, or ability check; you can use your Channel Divinity and a reaction to allow that creature to reroll that d20. That creature must use the new result. Gather Gloom [DARKNESS] You can use your Channel Divinity and a bonus action to eliminate one light source within 30 feet – automatically dispelling a cantrip, snuffing a lantern, or quenching a torch. This ability may instead cause one magic item or magic spell to cease producing illumination for Hallow Vessel [WATER] You can use your Channel Divinity and a bonus action to make a flask of ordinary water you are presently holding function as a flask of holy water if it is used within Immovable Stance [EARTH] When a creature touching the ground within 30 feet of you is forced to move by any means, you can use your Channel Divinity and a reaction to prevent the forced movement. Even forced teleportation can be thwarted in this way. Keen Observance [SECRECY] You can use your Channel Divinity and an action to notice all secret doors and hidden traps within a 15' radius. This effect is instantaneous and cannot be expanded by movement. |
Loathsome Notion [HAVOC] You can use your Channel Divinity and a bonus action to force a concentrating creature within 30 feet to make a Constitution saving throw at your spellcasting DC to maintain that concentration. Merciful Providence [MEDICINE] You can use your Channel Divinity and an action to allow creatures no more than 30 feet away to regain hit points. Multiply your cleric level by 1d6, then distribute that many hit points as you choose. Regaining hit points cannot raise a creature's current hit points above their maximum hit point value. Orthodox Enforcement [PROPRIETY] When you perform or assist an Intimidation check, you can use your Channel Divinity and a reaction to add your Wisdom bonus to that check. Pious Ploy [MISCHIEF] When you perform or assist a Deception check, you can use your Channel Divinity and a reaction to add your Wisdom bonus to that check. Reaping Wound [SLAUGHTER] When a creature within 30 feet hits of you with a weapon attack, you can use your Channel Divinity and a reaction to add 10 to the damage of that attack. Spiritual Vapors [AIR] You can use your Channel Divinity and an action to allow one creature within 30 feet to breathe normally in any environment for the next hour. This effect will not allow speech or verbal spellcasting in an airless place, but it will prevent suffocation. Total Awareness [VISION] You can use your Channel Divinity and an action to grant a creature you touch blindsight with a range of 30 feet and a duration of Unearthly Timing [STRATEGY] When a creature within 30 feet of you makes a weapon attack, you can use your Channel Divinity and a reaction to grant a +10 bonus to that attack roll if you do so before the die has been cast. Victual Sufficiency [HARVESTS] During a short rest or a long rest, you can use your Channel Divinity to grant one creature the ability to satisfy full food and drink requirements for that day with as little as a morsel of bread and a single drink of water. This method allows daily beneficiaries to subsist indefinitely on one-twentieth rations. Walk of Embers [FIRE] You can use your Channel Divinity and a bonus action to grant one creature within 30 feet fire resistance and immunity to non-magical fire damage for | ||||
Zealous Fury [VIGOR] You can use your Channel Divinity with an Attack action to make one more attack with that action than you otherwise would. |
Druid Basics |
hit points for new characters: 8 + your Constitution bonus hit points for gained levels: 1d8 + your Constitution bonus Hit Dice: 1d8 per druid level armor proficiencies: all nonmetallic armors and shields weapon proficiencies: atlatl, blowgun, crop, cudgel, dagger, dart, dirk, greatclub, hammer, handaxe, hatchet, javelin, longsword, maul, needle, razor, rock, quarterstaff, scimitar, scythe, sickle, sling, spear, trident, whip saving throw proficiencies: Constitution & Wisdom core skill proficiencies: Medicine and Nature languages: Druidic and one non-human language tool proficiencies: herbalists' kit supplemental skill proficiencies: You can replace each of your redundant skills with Animal Handling, Arcana, Athletics, Perception, Stealth, or Survival. |
Druid Progression | |||||||||||||||
Proficiency Level Bonus Features | Wild Shapes | Cantrips Known | Spell Slots 1st 2nd 3rd 4th 5th 6th 7th 8th 9th | ||||||||||||
1st | +2 | Druidic, Spellcasting | – | 3 | 2 | – | – | – | – | – | – | – | – | ||
2nd | +2 | Wildshape | 2 | 3 | 3 | – | – | – | – | – | – | – | – | ||
3rd | +2 | Primeval Circle | 2 | 4 | 4 | 2 | – | – | – | – | – | – | – | ||
4th | +2 | Feat | 3 | 4 | 4 | 3 | – | – | – | – | – | – | – | ||
5th | +3 | Verdant Vitality | 3 | 4 | 4 | 3 | 2 | – | – | – | – | – | – | ||
6th | +3 | Primeval Circle Feature | 4 | 4 | 4 | 3 | 3 | – | – | – | – | – | – | ||
7th | +3 | — | 4 | 5 | 4 | 3 | 3 | 1 | – | – | – | – | – | ||
8th | +3 | Feat | 5 | 5 | 4 | 3 | 3 | 2 | – | – | – | – | – | ||
9th | +4 | Awaken Stones | 5 | 5 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | ||
10th | +4 | Primeval Circle Feature | 5 | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | ||
11th | +4 | — | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
12th | +4 | Feat | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
13th | +5 | — | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
14th | +5 | 7 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |||
15th | +5 | — | 7 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
16th | +5 | Feat | 7 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
17th | +6 | — | 8 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | Elemental Shapes | 8 | 8 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | ||
19th | +6 | Feat | 8 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
20th | +6 | Hierophant | 9 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Playing a Druid |
∨ reclusive or social? Some druids consider themselves denizens of the wilds. They show little more interest in civilized folk than a wild beast might. These druids use what they know of magic and metal to support the land(s) from which they draw nourishment. At the other extreme, there are druids who visit wild places only to collect exotic resources enrich or their own understandings. All druids must benefit from sensible tutelage to grasp essential lore. Yet they also must spend quiet time in deep wilderness, opening their senses to the raw experience of nature. Individual druids tend to be drawn toward one extreme or the other over time – withdrawing into the wilds at every opportunity or making permanent homes inside modern communities. ∨ rough or elegant? Druids in the wild can rally plenty of time and resources to keep up appearances. Some do precisely that – regularly bathing themselves and washing their garb. These druids often study animals, plants, soil, and water with clinical detachment. After weeks far from any shelter they may return shrouded in clean robes and pleasant herbal fragrances. Others take a less restrained approach to appreciating nature. Even short forays into wild places can leave them sporting matted hair and tattered garb. The most primal druids disregard all social niceties, making little effort to groom their persons even during lengthy stays in urban environments. Druids who do not cultivate a degree of personal elegance tend to drift in the other direction – becoming even closer to nature by adopting primitive habits and manners. Wild-looking outsiders roaming city streets can be mistaken for charity cases or public menaces. ∨ affiliated or independent? Local and regional druid circles provide structure enough to preserve and share these esoteric practices. Most practitioners only became so after many long trips through nature in the company of druids from such an organization. Druid circles are not as philosophically coherent as holy orders, yet each has a unique agenda and its own distinctive teachings. A druid in good standing with an established circle will be welcome at seasonal gatherings and secret shelters maintained by that group. It might even be viable to rise through the ranks of the organization, gaining influence enough to coordinate major ecological efforts. Independent druids combine their initial training with extensive meditations in untamed lands. Continued advancement is possible given a profoundly personal relationship with nature itself. Otherwise it should involve clearly identfiable peers, superiors, and/or supporters. ∨ doctrinal or mystical? Even druids known to take a patron deity from the Fivesquare Pantheon are still said to practice the Old Faith. Their rites and traditions have roots in fey arcana older than the first holy powers to function in this world. Conveyed through oral traditions, the Old Faith features a fluid theology. Some interpretations are spectacularly bloody, calling for living animals and even persons to be sacrificed to honor and nourish the land. Others emphasize tranquility, endeavoring to moderate economic exploitation of natural resources while preserving life in general – even if this means defending ordinary civilians from indigenous predators. Druids inclined to promote the growth of civilization tend to speak of nature in vague mystical terms, but druids favoring primitive conditions are more likely to make specific demands and issue violent threats on behalf of a particular ecosystem if not also Nature as a sacred entity. ∨ peaceful or predatory? The popular image of a druid tends toward harmlessness. Some societies see them as ineffective and misguided protestors standing in the way of inevitable economic progress. Elsewhere they may be regarded as suitable ministers to the simplest and most superstitious folks, bringing structure to villages too small to support a “proper” religion. Some druids embody these archetypes, desperately struggling against the development plans of powerful mercantile houses or contendedly counseling the most rural communities. Yet others can be keen to use their powers in destructive ways. Some rally deadly creatures and the elements themselves to sabotage construction and engineering efforts along a frontier. The most extreme keep pristine wildlands untouched by personally slaughtering intruders before they even have time to build a campfire. ∨ primeval or theological? The Old Faith predates the existence of souls in this world. In godless times, death simply distributed lost life energy throughout the magical environment. Tradition holds that this energy eventually reassembles through a process of reincarnation. Some druids think often of experiences they recall from previous lives as animals or people. Yet druids can be entirely effective spellcasters without embracing this most ancient of metaphysical perspectives. Belief in modern spirituality, including souls and Afterlife Realms, is no barrier to progress as a druid. What this theological realism lacks in connection to the distant past, it makes up for by allowing practitioners to harmonize their own magic with the current environment. Druids generally have strong opinions about their personal destinies in terms of reincarnation in the mortal realm or a final resting place. |
The Old Faith Even before gods arrived in the world, there were forms of reverence similar to religion. Simple tribes performed ritual sacrifices to respect the land that sustained them through seasonal cycles. When human caretakers at Standing Stone sites witnessed the wonders of elven archmagi in action, a distinct offshoot of shamanism arose. Laced with fey secrets, the Old Faith is a body of beliefs promoting reverence for natural environments and ambient energies. It is rarely described as a “system” of beliefs because druids tend to condemn and destroy documentation of their lore. One of their core teachings holds that all of their teachings should be confined to speech and Druidic, a language of gestures and facial expressions. Claims that the Old Faith is not a true religion are supported by the fact that some druids practice a modern faith without compromising their natural method of spellcasting. The ability of other druids to excel at this method without venerating any established deity counters those claims. Perhaps because its foremost experts show no interest in written chronicles, the Old Faith remains mysterious. Some speculate that the world itself, or perhaps the collective life energy of the world, has godlike qualities without the well-defined morality and personality of a conventional deity. Others wonder if shrouding the nature of their powers in such secrecy is the real reason senior druids remained among the most formidable spellcasters throughout three consecutive eras of world history. |
Duelling Druids Ancient druids long retained the barbaric custom of allowing usurpers to achieve leadership through mortal combat with incumbent chiefs. In darker times Great Druids could not help but see their Archdruid lieutenants as both personal advisors and personal threats. Though largely undocumented, early druid culture appears to have placed great emphasis on “survival of the fittest.” The druids of today certainly respect fitness and vigor, but few are active in circles requiring the blood of a slain leader to annoint any successor. Instead modern druidic duels typically involve two Wildshapes clashing until one is forced to abandon beast form. This practice can influence personal stature within a druid circle, though it is almost never seen as a sound basis for selecting leadership figures. |
Druidic Hierarchies Druid circles adhering to the most ancient and extreme practices follow a single leader replaced by way of ritual duel. This brutal custom makes leadership a test of fitness to survive – a trait widely respected among druids. More typically, these groups feature an inner circle of elites recruited by their peers. Large organizations of druids likely feature nested circles of increasingly privileged insiders. Some druid circles governed primarily by democratic gatherings, and some are guided by devotion to a deity known to accept Old Faith practices. No druid is obliged to join any sort of social circle, but all to rise above the first Tier of Power must adopt practices and studies associated with a category of druid circles collectively known as a Primeval Circle. |
Primeval Circle Bonus Spells | ||||||
Level | Land (barrens) | Land (beaches) | Land (caverns) | Land (deserts) | Land (forests) | |
1st | Inflict Wounds | Thunderwave | Guiding Bolt | Longstrider | Entangle | |
2nd | Silence | Scorching Ray | Darkness | Heat Metal | Spike Growth | |
3rd | Bestow Curse | Water Breathing | Meld into Stone | Daylight | Plant Growth | |
4th | Blight | Control Water | Stone Shape | Wall of Fire | Freedom of Movement | |
5th | Antilife Shell | Greater Restoration | Wall of Stone | Antilife Shell | Tree Stride | |
6th | Circle of Death | Sunbeam | Flesh to Stone | Sunbeam | Wall of Thorns | |
7th | Finger of Death | Regenerate | Sequester | Mirage Arcane | Sequester | |
8th | Mind Blank | Sunburst | Maze | Sunburst | Antipathy/Sympathy | |
9th | Power Word Die | Storm of Vengeance | Imprisonment | Time Stop | True Polymorph | |
Level | Land (freshwater) | Land (glaciers) | Land (grasslands) | Land (highlands) | Land (jungles) | |
1st | Fog Cloud | Grease | Longstrider | Feather Fall | Entangle | |
2nd | Locate Object | Blindness/Deafness | Invisibility | Spider Climb | Prot. from Poison | |
3rd | Water Breathing | Sleet Storm | Daylight | Fly | Plant Growth | |
4th | Control Water | Ice Storm | Stone Shape | Ice Storm | Freedom of Movement | |
5th | Cone of Cold | Cone of Cold | Mislead | Wall of Stone | Insect Plague | |
6th | Freezing Sphere | Wall of Ice | Sunbeam | Wind Walk | Wall of Thorns | |
7th | Reverse Gravity | Finger of Death | Regenerate | Project Image | Regenerate | |
8th | Antipathy/Sympathy | Maze | Sunburst | Earthquake | Maze | |
9th | Storm of Vengeance | Imprisonment | Time Stop | Imprisonment | Weird | |
Level | Land (swamps) | Land (tundra) | Stones | Swarms | Trees | |
1st | Grease | Fog Cloud | Thunderwave | Feather Fall | Entangle | |
2nd | Prot. from Poison | Gust of Wind | Shatter | Web | Spike Growth | |
3rd | Stinking Cloud | Sleet Storm | Meld Into Stone | Gaseous Form | Barkskin | |
4th | Blight | Ice Storm | Stone Shape | Freedom of Movement | Hallucinatory Terrain | |
5th | Cloudkill | Wall of Stone | Wall of Stone | Insect Plague | Tree Stride | |
6th | Move Earth | Freezing Sphere | Move Earth | Wind Walk | Wall of Thorns | |
7th | Mirage Arcane | Sequester | Sequester | Regenerate | Mirage Arcane | |
8th | Antipathy/Sympathy | Control Weather | Earthquake | Control Weather | Sunburst | |
9th | Imprisonment | Storm of Vengeance | Imprisonment | Shapechange | Imprisonment | |
Shapechangers Many people have a strong distrust of beings able to assume wildly different physical forms. Typhonians are generally associated with violet criminal syndicates. Lycanthropes pose even more blatant threats to public safety. Dopplegangers often profit by inflicting tragedies on ordinary people. Law enforcers may be hostile to shapechangers as a default attitude. The popularity and resources of organizations that actively hunt these creatures far surpasses the popularity and resources of organizations that shelter and assist shapechangers. Like spellcasters utilizing Polymorph, druids utilizing Wildshape do not see themselves as shapechangers (unless they also happen to be typhonian or afflicted with a condition such as lycanthropy.) Observers may harbor different perspectives. Where the Old Faith and modern religions compete for followers, sermons can be laced with cruel invective about the nature of druids and their abilities. Where hardline druids use violence to defend pristine ecologies from outside exploitation, their passion for nature can be misrepresented as something accursed and unholy. Though druids often defend themselves against attacks either physical or rhetorical, they seldom pursue academic and aristocratic alliances. Those efforts could win over popular support at the price of demystifying druidry itself. Thus individuals using Wildshape or Polymorph for overland travel do well to slip behind cover before assuming their normal forms. Even harmless spellcasters can quickly become targets of public hostility if their changes of shape are believed to be part of a plot to infiltrate a coherent community. |
Awakened Creatures Most animals are guided by primitive impulses. The Nature skill indicates an observer's ability to predict behaviors based on these innate inclinations and the circumstances at hand. Plants and fungi can be even more predictable. Most are technically inanimate, following their own tendencies to grow and reproduce. Yet astute observers will notice outliers with distinctive personalities of their own. Awakened creatures go far beyond this as beneficiaries of magic that bestows the powers of reason and speech. In addition to accomplished druids, the most formidable bards or rangers might also learn this process for transforming a simple beast, fungus, or plant into the mental equal of a person. Awakened creatures can be invaluable as allies, companions, or informants. Most societies regard awakened creatures as curiosities or even monsters, though others offer respect if not also citizenship to articulate animals. . |
Magical Weather Meteorological phenomena are also magical resources. The most powerful mortal spellcasters generate disturbances in the local winds and clouds as secondary effects of their activities. Though the power to control the weather is rare, manipulating miles and miles of sky with a single effort allows a small number of government officials totalitarian control over the weather of Darresteg, the greatest human magocracy. Elsewhere the uncoordinated activities of many spellcasters shape the weather through some blend of both deliberate and unintended effects. Yet all this transpires in boundaries of climate – seasonal and regional trends by which the world itself defines a limited range of possibilities for each place and time. Proficiency with the Nature skill or the Survival skill should be enough to know the climate of a familiar earthly region in a particular season. Predicting the weather in the day to follow requires a little spellcasting or a skillful estimate of present conditions. As your DM adjudicates these results, be mindful of the prospect that they might be altered by the whimsies of a controller active on that particular day. |
Standing Stones The original Standing Stones were magical sanctuaries designed for the slaughter of dragons spellbound under the combined power of multiple elven archmagi. Wyrmblood spilled around those stones caused these sites to grow in power while new fey magicks established conduits to ease teleportation between Standing Stone sites. This slaughter and the Imperium Arcanum rose together, with new Standing Stone sites emerging wherever convenient for teams of dragon hunters. So many scaled tyrants were destroyed in ritual sacrifice that this network of connections between Standing Stones accumulated godlike power. These Ley Lines are a subject of studies so complex they sometimes blur the lines between scholarship and reverence. This is particularly true for druids immersed in lore from the Circle of the Stones. They preserve secret methods the Archfey themselves once employed to navigate from one junction of Ley Lines to another. These druids memorize ancient sequences and practice esoteric rituals as if that information was sacred. By contrast, warlocks acting as Leyforce Custodians tend to take a transactional view – performing arcane actions that maintain the network in exchange for their own measures of occult power. Social attitudes about Standing Stones vary greatly. In some lands they remain entrusted to a circle of caretaker druids. In others they are exploited for the economic benefit of (relatively) affordable teleportation. Yet there are also societies that bury their Standing Stones under great mounds or that never saw their homelands sporting more than modest individual freestanding megaliths at Standing Stone sites. Though many of these locations feature devoted druids tending to the grounds and warding off vandals, the most important Ley Line intersections see ring Standing Stones rearranging or even reconstituting themselves after a destructive attack. |
Collective Creatures There are practical reasons to represent large numbers of tiny creatures as a single creature for purposes of game mechanics. Yet these collectives are often established for reasons that go beyond convenience of play. Ants, bees, and many other sorts of insects function as superorganisms. They often act as one being despite consisting of hundreds or thousands of individuals. Some swarms will deliberately sacrifice a portion of themselves for the benefit of survivors. All swarms tend to minimize the harm of ordinary spell attacks and weapon attacks since the annihilation of an individual does little to degrade the capabilities of the collective. Birds and vermin may also be represented as swarms. These groups are less likely to see individuals undertake suicidal maneuvers for the benefit of the collective, but they share an ability to carry on near full strength even after a small percentage of their population has been neutralized. Druids from the Circle of Swarms can convert themselves into collective creatures. So long as a portion of their members survive, these swarms can reconstitute the full form of the original druid. Some metaphysicists argue this reality proves that superorganisms have a single soul. This opinion is controversial, since any awakened swarms encountered in the afterlife tend to be embodied by a single queen or master carrying on as an oversized exemplar of her or his kind. |
Sentient Plants Druids attaining the 5th Tier of Power know how to impart an exceptional fungus or plant with the mental and physical capabilities of an ordinary person. Bards and rangers at the 9th Tier of Power might be likewise capable. Though able to walk and talk, these creatures remain plants nourished by sunlight or fungi sustained by contact with rich earth or organic refuse. Many cultures regard these beings as magical effects rather than sentient creatures. Yet some societies respect them as people or even extend the status of citizenship to plants able to declare their own loyalty. Often content to stand motionless for hours at a stretch, sentient plants make excellent spies at sites with appropriate greenery. They can often be found keeping watch over locations especially sacred to practitioners of the Old Faith. Many awakened plants regard treants the same way ordinary people look upon dragons – as majestic beings infused with an ancient and awesome power. In forests where legendary druids once lived, large numbers of awakened plants and animals may yet reside. They quickly spread news of any destructive intruders, rallying the most formidable defenders available. |
Druidic Lore Powerful fey magi were quick to kill any humans known to keep written accounts of arcane lore. Thus custodians at Standing Stone sites developed an ironclad custom of exclusively oral teaching methods. Druids trace their aversion to documentation as well as their language of gestures and postures to the traditions of those ancient custodians. Modern druids continue to view Standing Stones as sacred anchors maintaining the network of fey power often useful in magical efforts to promote robust ecologies and defend unspoiled wildlands. Druids can be especially keen to encourage the adventures of like-minded people. Without benefit of colleges and libraries, their lore only endures to the extent it is verbally conveyed to each new generation. As mentors, some cultivate large personal followings while others only share what they know with one or two disciples. As patrons, accomplished druids can be downright generous and supportive despite minimal financial resources. From modest shelters to mighty artifacts, the handiwork of these skilled ecologists and spellcasters often create resembles the products of nature itself rather than the result of crafting. |
“The forest would be nearly silent if only the birds with the finest voices were permitted to sing.” — Finola O'Cloon, Tuathon conservationist |
Shifting Identities Taking on an animal form is as effective as any mask at hiding facial features. Yet changing shape normally has no effect on the alignment, beliefs, and identity of an individual. A prince polymorphed into a frog will still seem to be a prince for purposes of divinition magic. Likewise, for all their prowess at disguising themselves and their tracks, druids known by name can be located by powerful diviners. Only something like persistent use of the Nondetection spell relialby thwarts that sort of magic. Some powerful druids avoid this need by living lifestyles so recluse that they are not known by either name or reputation in any civilized communities. |
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Agile Wings (requires Basic Wings) Your Wildshape forms can hover, and they can fly with light encumberance. Arcane Assimilation Choose one staff, totem, or wand when you merge your equipment into a Wildshape form. Though this item also combines with your form, you benefit from its properties and you can use it as if you were wielding that item with one hand. Aquatic Adaptations Your Wildshape forms can feature swimming speeds up to 40 as well as the abilities to breathe and see normally underwater. Basic Wings (requires Weak Wings) Your Wildshape forms can feature flying speeds up to their normal speeds. Burly Build Multiply your druid level by four when determining the hit points of your Wildshape forms of medium or larger size. Chameleon Skin Your Wildshape forms can feature proficiency in Stealth, and you can add double your Wisdom bonus to ability checks related to hiding or remaining hidden while you are in a Wildshape form. Clinging Claws Your Wildshape forms can feature climbing speeds up to 40. Deft Appendages While you are in a Wildshape form, you remain unable to wield equipment, but you can hold two items at the same time or hold one item while performing natural attacks. Digging Claws Your Wildshape forms can feature burrowing speeds up to 10. Evasive Instincts While you are in a Wildshape form, you can perform the Disengage action or the Hide action as a bonus action. Eyeless Vision Your wildshape forms can feature blindsight up to a range of 30 feet. Frenzied Fury While you are in a Wildshape form you can use the Attack action to perform two natural weapon attacks. Furry Finery Your Wildshape forms can feature resistance to frost damage and immunity to penalties imposed by cold environments. Harmless Critter If they have no natural attacks, your Wildshape forms can be tiny in size, weighing as little as one pound, with Stealth proficiency and advantage on ability checks related to the Hide action. Hearty Build Multiply your Constitution modifier by your druid level when determining the hit points of your Wildshape forms of small or larger size. Lithe Form You can use your Dexterity or your Strength modifier when determining bonuses associated with the natural weaponry of your Wildshape forms. Long Limbs The natural weapons of your Wildshape forms can possess the property reach 10. Mending Morph If you leave your Wildshape form before it is reduced to 0 hit points, regain 1d12 hit points. Musky Spray Your Wildshape forms can emit foul-smelling substances. You can use a bonus action to spray a stinking scent at one creature within 15 feet. That creature must make a Dexterity saving throw against your spellcasting DC or become befouled until able to wash thoroughly during a short rest or a long rest. |
Natural Agility You Wildshape forms can feature Dexterity scores up to 18, and you have advantage on Acrobatics checks while you are in a Wildshape form. Nocturnal Nature Your Wildshape forms can feature darkvision with ranges up to 120 feet, and you have advantage on all Stealth checks performed in darkness or dim light while you are in a Wildshape form. Personal Antivenom Your Wildshape forms can feature immunity to poison damage and immunity to the poisoned condition. Personal Venom When you hit with a natural weapon attack while in a Wildshape form, you can use your reaction to force the target to make a Constitution saving throw against your spellcasting DC, suffering 3d6 poison damage on failure or half that if the saving throw succeeds. Play Dead When your Wildshape form is reduced to less than 10 hit points but more than 0 hit points, you can fall prone and appear dead to all non-magical scrutiny. This appearance is spoiled when you move, speak, or take any action. You have advantage on the first natural weapon attack you make within Pouncing Lunge When you hit with the first natural weapon attack of an Attack action while in a Wildshape form, you can force your target to make a Constitution saving throw against your spellcasting DC or be knocked prone. Primal Senses Your Wildshape forms can feature the Perception proficiency, and you have advantage on Perception checks as well as any Survival checks related to tracking while you are in a Wildshape form. Raw Grit You Wildshape forms can feature Constitution scores up to 18, and you have advantage on saving throws to resist forced movement other than teleportation while you are in a Wildshape form. Raw Power Your Wildshape forms can feature Strength scores up to 18, and they can be large in size. Rending Fury The natural weapon attacks of your Wildshape forms inflict 1d10 + your Strength modifier piercing or slashing damage. Rugged Hide Your wildhsape forms have a base Armor Class of 12 rather than 10. Swift Slither Your Wildshape forms can move up to their full speed while prone and do not incur disadvantage for attacking while prone. Springing Leaps Your Wildshape forms can jump up to their full speed, and you land on your feet without taking damage after a fall of 60 feet or less while you are in a Wildshape form. Strong Venom (requires Personal Venom) On a failed saving throw, victims of your venom also suffer the poisoned condition for 1d12 minutes. Sturdy Carapace (requires Rugged Hide) Your wildhsape forms have a base Armor Class of 15 rather than 12. Sudden Strike Your Wildshape forms can feature multiple natural weapons. You can use a bonus action to perform one natural weapon melee attack that does 1d8 + your Strength modifier piercing or slashing damage. Swift Strides Your Wildshape forms can feature speeds up to 90 along with Acrobatics and Athletics proficiencies. Weak Wings Your Wildshape forms can feature gliding speeds up to their normal speeds. While you are in a Wildshape form you cannot fall faster than 60 feet per round, you take no damage from falling, and you always land on your feet. |
Fighter Basics |
hit points for new characters: 10 + your Constitution bonus hit points for gained levels: 1d10 + your Constitution bonus Hit Dice: 1d10 per fighter level armor proficiencies: light, medium, heavy, shield weapon proficiencies: all weapons saving throw proficiencies: Constitution & Strength core skill proficiencies: Athletics and Intimidation languages: none tool proficiencies: siege warfare, one mount, wagons supplemental skill proficiencies: You can replace each of your redundant skills with Acrobatics, Animal Handling, History, Perception, Stealth, or Survival. |
Fighter Progression | ||||
Proficiency Level Bonus Features | Fighting Styles | Combat Maneuvers | ||
1st | +2 | Fighting Styles, Second Wind | 2 | – |
2nd | +2 | Tactical Action | 2 | 2 |
3rd | +2 | Armed Service | 2 | 2 |
4th | +2 | Feat | 2 | 3 |
5th | +3 | Extra Attack | 3 | 3 |
6th | +3 | Service Feature | 3 | 3 |
7th | +3 | Action Surge | 3 | 4 |
8th | +3 | Feat | 3 | 4 |
9th | +4 | Indomitable Stance | 4 | 4 |
10th | +4 | Service Feature | 4 | 5 |
11th | +4 | Feat | 4 | 5 |
12th | +4 | Extra Attack x2 | 4 | 5 |
13th | +5 | Armed Aptitude | 5 | 6 |
14th | +5 | Service Feature | 5 | 6 |
15th | +5 | Feat | 5 | 6 |
16th | +5 | Indomitable Bulwark | 5 | 7 |
17th | +6 | Feat | 6 | 7 |
18th | +6 | Extra Attack x3 | 6 | 8 |
19th | +6 | Feat | 6 | 8 |
20th | +6 | Victory Declaration | 6 | 9 |
Playing a Fighter |
∨ aggressive or protective? Some fighters feel it is their business to initiate combat. Striking as early and often as possible is their preferred path to victory. These fighters make able bounty hunters, marauders, and shock troops. Others prioritize personal defense and the defense of others. They prefer to outlast foes in pursuit of victory. These fighters work well as bodyguards, regular troops, and sentries. All fighters understand both attack and defense. Yet individuals tend to favor one over the other in both tactics and training. ∨ active or veteran? Being actively employed in a fighting capacity sometimes imparts privileges. Soldiers are often trusted not only to enter secure areas but to do so while heavily armed. Both guards and soldiers may have access to armories along with stockpiles of useful supplies. Former members of these professions lack that support, though they might yet be authorized to wear arms and armor in places where that is a heavily restricted privilege. Active members of a military or security organization will be bound by duties to their commanders. Many veterans continue to benefit from the respect of personnel active in the same service, but they no longer feel any obligation to obey orders originating from someone of superior rank. ∨ burly or lithe? Physical strength is especially important to fighters. Some owe their lives to heavy armor and massive weapons. Using this gear to good effect requires significant muscle power. Some fighters train relentlessly to cultivate their own musculature, honing both functional strength and apparent brawn. Others do not require an imposing physique to engage in imposition. Great strength can also take the form of lean muscle, evident as excellent tone despite minimal bulk. Then there are fighters focused entirely on precision and speed. Their nimble forms are often slender – the better to avoid attacks while swiftly repositioning. There is no singular "fighter physique," but all fighters hone their physiques with habitural exercise. ∨ gritty or neat? Some of the most effective fighters pay no mind to their own appearance. They will go to great lengths to preserve the functional capabilities of their equipment, but they allow cosmetic damage to accumulate over time. If nothing else, this conserves free time. Some so embrace the rugged nature of their work, they go in to battle looking as if fresh from a brutal fight. A rough appearance can make a fighter more intimidating, yet the same can be said for arriving on the battlefield with flawless personal grooming and gleaming armor. Officers and specialists often make every effort to maintain capes, tabards, and other decorative gear. Arriving well-polished in both figurative and literal ways, some fighters manage to dominate the battlefield without wearing any of it. ∨ modest or showy? Some fighters strut through life as if inviting attack from any who would dare claim to be their superiors. Others regard violence as nothing more than the consequence of failure to achieve peaceful coexistence. Every fighter understands effective methods of killing other creatures. Yet many fighters do not celebrate their grasp of these methods. Each must choose between a life of flamboyantly showcasing skill at armed combat or hiding great prowess behind a less threatening public persona. Showy fighters risk aggressive hostility from rivals intent on enhancing their reputations, while more soft-spoken fighters sometimes must prove their abilities before commanding the respect of civilian populations. ∨ haunted or proud? Most fighters have already killed individuals from among their own people. All fighters have the mindset required to slay sentient creatures without hesitation. As useful as this attitude might be in battle, it can have lingering aftereffects. It is not unusual for soldiers to report disturbing dreams inhabited by the very enemy combatants personally eliminated in warfare. Yet there are also highly experienced fighters with no qualms about plunging into more bloodshed even when their own people will be victims of this aggression. Perhaps less a choice than a consequence, nonetheless all fighters must either grapple with the ramifications of their killings or become coldly indifferent to professional slaughter. |
“Nothing is easier than claiming the spoils of victory. Enduring the indignities of defeat is entirely another matter.” — Ernst Schnieder, Maniac general |
Combat Training The world has been home to routine violence since Primordial Times. Dragons achieved supremacy by being especially effective at killing and eating other creatures. While most fighters do not devour their enemies, they also seek supremacy through violence. At first this takes the form of achieving competence with the diverse array of arms and armor available to civilized warriors in the modern era. Eventually, it takes a turn toward some more coherent direction. Every great fighter becomes known for meaningful accomplishments surpassing mere proficiency with well-known weapons of war. |
Braced Battlemage Spellcasting | ||||||||||||
Cantrips | Spell Slots | ‖ | Cantrips | Spell Slots | ||||||||
Level | ↓ | 1st 2nd 3rd 4th | ‖ | Level | ↓ | 1st 2nd 3rd 4th | ||||||
3rd | 2 | 2 | – | – | – | ‖ | 12th | 5 | 4 | 3 | – | – |
4th | 2 | 3 | – | – | – | ‖ | 13th | 5 | 4 | 3 | 2 | – |
5th | 2 | 3 | – | – | – | ‖ | 14th | 5 | 4 | 3 | 2 | – |
6th | 3 | 3 | – | – | – | ‖ | 15th | 6 | 4 | 3 | 2 | – |
7th | 3 | 4 | 2 | – | – | ‖ | 16th | 6 | 4 | 3 | 3 | – |
8th | 3 | 4 | 2 | – | – | ‖ | 17th | 6 | 4 | 3 | 3 | – |
9th | 4 | 4 | 2 | – | – | ‖ | 18th | 7 | 4 | 3 | 3 | – |
10th | 4 | 4 | 3 | – | – | ‖ | 19th | 7 | 4 | 3 | 3 | 1 |
11th | 4 | 4 | 3 | – | – | ‖ | 20th | 7 | 4 | 3 | 3 | 1 |
Battlefield Leadership In a typical adventuring company, a fighter is not likely to be the most charming or the most knowledgeable member of that group. Yet, in the thick of combat, fighters emerge as uniquely capable leadership figures. Their situational awareness reveals how the movements and positions of every combatant present a constantly-changing array of favorable tactics. A preference for direct and simple ways of speaking makes these militant adventurers especially effective at calling out warnings or indicating opportunities while their allies can still react appropriately. Though a fighter with an especially strong personality might step forward to convey threats and warnings to hostile creatures, many more act as field commanders coordinating squads in active combat. Early in their careers, fighters learn hard lessons about how to make the most of their personal resilience. More experience bestows greater ability to create more favorable circumstances for their own attacks as well as additional options for helping allies eliminate foes. In parties with shared leadership roles, fighters often take charge during those brief yet critical clashes when blood is intentionally spilled. |
Military Institutions Though some fighters have never served in an armed force, insightful observers can discern if an individual is capable of performing well in armed combat. Even fighters who are neither active soldiers nor former soldiers are nonetheless potential soldiers. Like all evidently capable warriors, this marks them as both possible allies and possible threats. Even fighters without any monstrous appearance may be barred from audiences with dignitaries or wealthy merchants especially concerned about their own safety. Well-mannered fighters may be welcome as peacekeepers by community leaders or vendors less inclined to fear murder than harassment or theft. Most societies make it easy for capable fighters to enlist in an army loyal to the regime. Yet this terms of these enlistments vary widely. A land at peace may only offer token payments to loyalists attending weekly or monthly rallies of military reserves. A government under siege might make heavy demands paired with only the promise of payment at a later date. Regular armed service typically involves joining the garrison in residence at a fort or military encampment, routinely participating in combat readiness drills. It is a life of steady pay and steady routine that requires special privileges from commanding officers to be compatible with unrelated adventures. |
Fighting Aristocracies From early in the Age of Heroes right up to the modern day, fighters have been known for making the most of rare arms and armors. Elite families often encourage promising scions to participate in military campaigns where they might learn to become great fighters while acting in support of senior officers. Over time, fledgelings develop into combatants formidable enough to perform hazardous missions. Though often carefully managed, there are always elements of real danger in these experiences. They prepare future leaders to stand firm against personal threats and lash out at territorial rivals. Families following this approach often thrive across many generations. Hereditary transfers of land are often paired with transfers of legendary combat gear. Venerable bloodlines inhabiting ancestral manors enriched by centuries of prosperity can seem like unassailable institutions. In many realms, maintaining this perception is the key to peace and political stability. Aristocratic leaders without tremendous experience as fighters are more likely to encounter challengers intent on testing their worth. Monarchies and empires tend favor famed fighters seeking positions in government. |
Mounted Combat Dragons differentiated cows from horses because the former were more tasty while the latter were more evasive. Human wranglers developed an understanding that horses could be ridden, providing increased speed and stature suitable for herding large beasts. Early in the Age of Heroes, many battles were decided by armored reinforcements riding horses into battle only to dismount and do battle on foot. That era saw the emergence and refinement of advanced techniques for fighting from horseback. Both lancers and mounted archers became figures of historic importance during the Age of Heroes. Modernity offers a wealth of gear and techniques to support mounted combat. Even spellcasters sometimes race around open battlefields atop steeds – using enhanced mobility to control the range of engagement. Mounted archers likewise dish out devastating attacks while keeping clear of enemy blades. Other cavalry units take a contrary approach, plunging headlong into the thick of entrenched defenders. Long lances backed by the momentum of both steed and rider cans skewer all but the hardiest defenders. Barbarians, fighters, paladins, and rangers routinely rely upon steeds to enhance their mobility on open ground. Yet any proficient adventurer can exploit a trained mount to maneuver in through dangerous action sequences. |
Legendary Weapons While some fighters covet wealth and some crave popularity, nearly all seek the most effective available weaponry. Traditional archetypes of extreme fighting prowess typically include at least one powerful magic weapon. Many epic sagas feature a quest to obtain a weapon suitable for accomplishing some greater goal. In these popular stories as well as the ballads of modern adventurers, such weapons are often found as trophies in the lairs of monsters responsible for slaying previous owners. Others are the creations of extremely experienced spellcasters, rallying their own greatest spells along with expert artistry and rare materials to produce an item tailored to the preferences of its intended recipient. Some dynasties are happy to award a prosperous fiefdom in exchange for a signature weapon even royalty would be proud to wield. While elites often maintain personal arsenals, attuning to specific weapons as a function of specific events; outliers make due with mighty arms ill-matched to their personal styles. When the time is right for spilling blood, fighters tend to prize effective equipment over decorative details. |
Military Organizations No government remains autonomous long without some sort of army. Prosperous yet undefended territory looks like a prize through they eyes of any astute warlord. In every realm, national security depends on the ability to project overwhelming power throughout a territory. Ordinary people are much happier and more productive when neither bandits nor cults are known to operate strongholds nearby. Some military organizations actively engage in law enforcement and tax collection. All provide protection for authorized officials engaged in these pursuits. Armies are rarely inexpensive. Some tribal federations and other outlier regimes maintain permanent forces sustained by their own foraging and hunting activities. Yet this is far from the norm. Other garrisons are funded and equipped by wealthy aristocrats. Individuals governing border territories are often subsidized – given support from a national treasury so as to spend more on military defense than might be possible from taxes on local revenue. Many kingdoms have little permanent military power beyond some companies of heavy cavalry constantly poised to ride against any threats in the region. The three great human empires and other expansive nations go beyond highway patrols and border fortifications to maintain huge standing armies with prestigious service academies constantly training new officers and specialists even during times of peace. Such armies can provide protection for settlers developing wilderness areas as well as labor crews expanding national infrastructure projects. Some societies task their soldiers with the construction of new fortresses, roads, and walls when they are not actively deployed in a combat capacity. Each situation provides its own set of opportunities for adventurers. Where peacetime garrisons are small, there is much more need for bounty huters and monster hunters. A small party of adventurers able to resolve minor crises can solve many problems confronting local leaders, freeing up regular military units for other tasks. When war comes to a realm with a modest standing army, adventurers may be called upon to muster troops or win over the support of factions with no previously-declared loyalty. |
“Violence is best done decisively and swiftly. Fit minds cannot experience joy until they are well removed from bloodshed.” — Osamu Yamada, To-Shinese Bugyō |
Foraged Weapons Rocks already the right size and shape to be weaponized might be abundant in places like crumbling buildings to untouched wildlands. Some sturdy bones or dead branches can be wielded as cudgels, while a switch of fresh green wood might function as a crop. Many more options become available with time and tools. Where the right raw materials are available in proximity, many basic weapons can be assembled on the same day their constituents are harvested. Crossbows and shortbows require much more effort, though some primitive tribes still produce their own versions of those items. Maces also prove difficult to fabricate in the wild, since suitable substitutes for a solid metal sphere tend to be rare. |
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Assess Adversary You have advantage on all Insight checks to determine if a creature has formidable combat capabilities and/or if a creature intends to attack during the present encounter. Your passive Insight increases by 5 for purposes of evaluating these threats. Befoul Weapon When you hit a creature with a melee weapon attack, you can use your reaction to force that creature to make a Constitution saving throw at a DC of the attack damage + your proficiency bonus, with failure causing that creature to be poisoned for one minute. Brutal Bash When you hit a creature with a melee weeapon attack that inflicts bludgeoning damage, you can use your reaction to force that creature to make their choice of either a Strength saving throw or a Constitution saving throw at a DC of the attack damage + your proficiency bonus, with failure forcing them to move 10 feet away from you and fall prone. Challenging Strike When you hit a creature with a melee weapon attack, you can use your reaction to force that creature to make their choice of either a Charisma saving throw or a Wisdom saving throw at a DC of the attack damage + your proficiency bonus, with failure causing that creature to become fixated on you until the start of your next turn. Consecrate Weaponry Your routine weapon maintenance takes the form of an empowering ritual. Whenever you complete a long rest, you can cause weapons in your possession to become magical for purposes of overcoming resistance or immunity to non-magical weapon damage until the next time you complete a long rest. You can do this to a number of weapons no larger than your proficiency bonus. To do this you must consume 10gp per weapon in supplies of enchanted oils or religious sacrifices. Create Opening When a melee attack misses you, you can use your reaction to allow one creature with appropriate reach to make a melee attack with advantage against your attacker. Determined Charge If you perform the Dash action then move at least 10' to a position suitable for a melee attack; attacks of opportunity against you have disadvantage until the end of your turn, and you can make one melee attack with advantage using a weapon already in hand. Directed Strike You can use your bonus action to allow one creature within 50 feet able to see and hear you to perform one weapon attack on your turn. Disarming Strike When you hit a creature with a melee weapon attack, you can use your reaction to force that creature to make their choice of either a Dexterity saving throw or a Strength saving throw at a DC of the attack damage + your proficiency bonus, with failure forcing them to drop the item of your choice they are presently holding. If your weapon has the entrap property, the saving throw becomes your choice of Strength or Dexterity. Displacing Strike When you hit a creature of medium or smaller size with a melee weapon attack, you can use your reaction to force that creature to make their choice of either a Dexterity saving throw or a Strength saving throw at a DC of the attack damage + your proficiency bonus, with failure forcing them to exchange places with you. If your weapon has the entrap property, the saving throw becomes your choice of Strength or Dexterity. Distracting Strike When you hit a creature with a melee weapon attack, you can use your reaction to force that creature to make their choice of either an Intelligence saving throw or a Wisdom saving throw at a DC of the attack damage + your proficiency bonus, with failure causing them to suffer disadvantage on their next attack before the start of your next turn. Dragging Attack When you hit a creature with a melee weapon attack that inflicts slashing damage, you can use your reaction to repeat that attack against a different creature both within your reach and within 5 feet of the original target. Extend Cover If you are wielding a shield, when an ally within your reach is hit by a ranged attack or a ranged spell attack, you can use your reaction to increase that ally's armor class by 2 until you are no longer within 5 feet or your next turn begins, possibly causing the triggering attack to miss. Envenom Weapon When you hit a creature with a melee weapon attack, you can use your reaction to add 1d10 poison damage to that attack. Fireproof Undergarments While you are wearing a suit of armor, you have resistance to fire damage as well as advantage on saving throws against fire damage. Foil Lining While you are wearing a helm, you have resistance to psychic damage as well as advantage on saving throws against becoming charmed, fixated, or possessed. Hard Parry If you are wielding a melee weapon when you are hit with a melee attack, you can use your reaction to add your Strength modifier to your Armor Class for purposes of that single attack. Hobbling Strike When you hit a creature with a melee weapon attack that inflicts bludgeoning damage, you can use your reaction to force that creature to make a Constitution saving throw at a DC of the attack damage + your proficiency bonus, with failure causing this creature to be hobbled until the end of your next turn. Immaculate Upkeep If an item in your possession is the target of rot or rust, you can use your reaction to cancel that effect before the item is damaged or destroyed. Immovable Stance When you are subjected to forced movement other than teleportation, you can use your reaction to cancel that movement. Improvise Weaponry You inflict 1d4 damage when attacking with a crop, a needle, a razor, or a rock. You habitually take notice of objects in your environment that could effectively perform those functions. Long Lunge You can use your bonus action to increase the reach of your melee attacks by 5 feet until the end of your turn. Penetrating Thrust When you miss with a melee weapon attack that could inflict piercing damage, you can use your reaction to double your proficiency bonus for that attack, possibly causing it to hit. |
Pinning Strike When you hit a creature with an attack using a weapon that has the entrap property, you can use your reaction to force that creature to make a Dexterity saving throw at a DC of the attack damage + your proficiency bonus, with failure causing that creature to become immobilized until you perform another attack with that weapon, move out of the reach of that creature, or cease holding that weapon with at least one hand. Personal Immunity You have resistance to poison damage as well as advantage on saving throws against poison damage and/or the poisoned condition. Prompt Pirohuette When you are missed with a melee attack from a creature of medium size or smaller, you can use your reaction to force that creature to make their choice of either a Dexterity saving throw or a Strength saving throw at a DC of the attack damage + your proficiency bonus, with failure causing them to exchange places with you. Prompt Riposte When you are missed with a melee attack, you can use your reaction to make one attack against that attacker with a weapon already in hand. Prompt Withdrawal When you are missed with a melee attack, you can use your reaction to perform the disengage action and move up to 10 feet away from your attacker. Punishing Attack When you are hit with a melee attack, you can use your reaction perform an attack against that attacker with a weapon already in hand. Resistant Undergarments While you are wearing a suit of armor, you have resistance to lightning damage as well as advantage on saving throws against lightning damage. Saddle Vault You can use your bonus action without using any movement to mount an adjacent steed or dismount into an adjacent space. You have advantage on ability checks to complete falling or jumping maneuvers by landing on the back of a mount. Sensory Safeguards While you are wearing a helm, you have advantage on saving throws against being blinded and/or deafened. Shield Throw If you are holding shield, you can use your bonus action to drop it by performing a thrown weapon attack with a range of 30'/60', inflicting bludgeoning damage equal to 1d6 + your Strength modifier. Your proficiency bonus applies to this attack roll. If the shield has a magic bonus, that applies to both the attack roll and damage roll. If it hits your target, the thrown shield conveys advantage to the next attack against that target before the end of your next turn. Be it hit or miss, you drop your shield at the feet of your target. Shoving Strike When you hit a creature of large size or smaller with a melee weapon attack, you can use your reaction to force that creature to make their choice of either a Strength saving throw or a Constitution saving throw at a DC of the attack damage + your proficiency bonus, with failure forcing them to move 10 feet away from you. If your weapon has the two-handed property, that saving throw becomes your choice of Constitution or Strength. Spiked Boots While you are wearing boots, including the footwear from a suit of armor, you have advantage on saving throws against forced movement other than teleportation and you have advantage on saving throws against falling prone. Sweeping Attack When you are wielding a melee weapon that inflicts slashing damage, you can use your action to make a single attack with that weapon against every creature within your reach. Tactical Concealment When you take the Hide action, you can use your reaction to increase your Armor Class by 2 until the start of your next turn. Tactical Evasion When you take the Dodge action, you can use your reaction to make one attack with a weapon already in hand. Tactical Repositioning When you take the Dash action, you can use your reaction to make one attack with a weapon already in hand. Tactical Setup When you miss with a weapon attack, you can use your reaction to gain advantage on the next attack you make with that weapon before the end of your next turn. Tactical Withdrawal When you take the Disengage action, you can use your reaction to make one attack with a weapon already in hand. Thermal Undergarments While you are wearing a suit of armor, you have resistance to frost damage as well as advantage on saving throws against frost damage and/or exposure to cold environments. Threatening Strike When you hit a creature with melee weapon attack, you can use your reaction to force that creature to make an Intelligence saving throw or Wisdom saving throw at a DC of the attack damage + your proficiency bonus, with failure causing that creature to become frightened until the end of your next turn. Thrusting Charge When you move at least 10' closer to a creature then hit it with a melee weapon attack that inflicts piercing damage, you can use your reaction to inflict 1d10 + your Strength modifier in additional damage. Tripping Strike When you hit a creature with an attack using a weapon, you can use your reaction to force that creature to make a Constitution saving throw or Dexterity saving throw at a DC of the attack damage + your proficiency bonus, with failure causing that creature to fall prone. If your weapon has the entrap property, the saving throw becomes your choice of Constitution or Dexterity. Wall Training You do not grant advantage to attackers while balancing, and your attacks do not suffer disadvantage due to balancing or climbing. Weapon Throw If you are wielding a melee weapon without either the thrown or the throwing property, you can use your action to drop it by performing a thrown weapon attack with a range of 30'/60', rolling to hit and inflicting damage as if it were a melee attack. If it hits your target, the unorthodox throw conveys advantage to the next attack against that target before the end of your next turn. |
Monk Basics |
hit points for new characters: 8 + your Constitution bonus hit points for gained levels: 1d8 + your Constitution bonus Hit Dice: 1d8 per monk level armor proficiencies: silk weapon proficiencies: bagh nakh, chakram, cudgel, dagger, dart, dirk, flail, gauntlet, hammer, handaxe, hatchet, needle, razor, rock, quarterstaff, sabre, scimitar, sickle, shortsword, spear, war pick saving throw proficiencies: Dexterity & Strength core skill proficiencies: Acrobatics, Medicine, and Nature languages: none tool proficiencies: healers' kit, herbalists' kit supplemental skill proficiencies: You can replace each of your redundant skills with Arcana, Athletics, Insight, Intimidation, Perception, Religion, Stealth, or Survival. |
Monk Progression | ||||||||||
Proficiency Level Bonus Features | Disciplined Forms | Unarmed Damage | Spell Slots 1st 2nd 3rd 4th 5th | |||||||
1st | +2 | Martial Arts, | – | 1d4 | – | – | – | – | – | |
2nd | +2 | Disciplined Forms, Spellcasting | 3 | 1d4 | 2 | – | – | – | – | |
3rd | +2 | Bound Tradition | 4 | 1d4 | 3 | – | – | – | – | |
4th | +2 | Feat | 5 | 1d4 | 3 | – | – | – | – | |
5th | +3 | Tactical Action | 6 | 1d6 | 4 | 2 | – | – | – | |
6th | +3 | Tradition Feature | 6 | 1d6 | 4 | 2 | – | – | – | |
7th | +3 | Extra Attack | 7 | 1d6 | 4 | 3 | – | – | – | |
8th | +3 | Feat | 7 | 1d6 | 4 | 3 | – | – | – | |
9th | +4 | Deflect Missiles | 8 | 1d6 | 4 | 3 | 2 | – | – | |
10th | +4 | Tradition Feature | 8 | 1d6 | 4 | 3 | 2 | – | – | |
11th | +4 | Feat | 9 | 1d8 | 4 | 3 | 3 | – | – | |
12th | +4 | Evasion | 9 | 1d8 | 4 | 3 | 3 | – | – | |
13th | +5 | Regulate Body | 9 | 1d8 | 4 | 3 | 3 | 1 | – | |
14th | +5 | Tradition Feature | 10 | 1d8 | 4 | 3 | 3 | 1 | – | |
15th | +5 | Feat | 10 | 1d8 | 4 | 3 | 3 | 2 | – | |
16th | +5 | Extra Attack x2 | 10 | 1d8 | 4 | 3 | 3 | 2 | – | |
17th | +6 | Feat | 11 | 1d10 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Rally Body | 11 | 1d10 | 4 | 3 | 3 | 3 | 1 | |
19th | +6 | Feat | 11 | 1d10 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | 12 | 1d10 | 4 | 3 | 3 | 3 | 2 |
Playing a Monk |
∨ loud or quiet demeanor? Nearly all ancient monks were soft-spoken individuals keen to avoid appearing as any sort of threat whenever they could maintain a modest bearing. This contrasts dramatically with celebrity prizefighters, living like royalty when they are not training for their next arena event. Loud monks may not be in the majority even today, but their numbers appear to be growing and their most famous exemplars enjoy the same status as the most popular entertainers. Most monks tend toward one extreme or the other. Be they stomping across the room and shouting with every strike or silently advancing only to lash out with subtle precision, listening to a monk in combat can be revealing about the personality of that individual. ∨ hard or soft style? Most approaches to martial arts can be categorized as either hard or soft. Hard styles deliver strikes intended to injure or even kill opponents with all possible speed. Their defensive maneuvers often take the form of direct blocks. Soft styles rely on holds and throws to reposition adversaries while favoring redirection as a defensive technique. Extremely accomplished monks may have trained in a wide variety of martial arts. Even a novice might know a mix of techniques that could be classified as either hard or soft. Yet monks generally show a personal preference for one over the other. This tactical preference often spills over into a personal disposition that is either emphatically demanding and unyielding or especially understanding and accommodating. ∨ ancient or modern lore? The oldest martial arts lore emerges from the study of animals and their movements. Focus on the nature of life energy gave the earliest monks extraordinary abilities to strike at vital spots and administer herbal remedies. Their teachings shared much with the lore of the Old Faith. Yet modern monks avail themselves of all they can learn about both bodies and spirits. This knowledge enhances their own training methods while also allowing them to be effective as healers. Many monks are faithful to a modern religion, perhaps even to the point of holding positions in religious organizations. Yet monks practicing the Old Faith or no faith whatsoever are equally capable. A preference for ancient lore and animistic beliefs remains nearly as common among monks as a preference for modern lore and religious practices. ∨ cloistered or roving habits? Many monks live nearly all their lives within sight of a particular monastery or dojo. Others are itinerant, quick to move along after completing a course of training or participating in an organized event. Cloistered monks may feel socially awkward during their rare forays into the wider world. They may seek isolation and meditation simply to ward off the heavy stimulation of a crowded city or unfamiliar wildland. Roving monks need not be socially gifted, but they usually have no trouble sharing public spaces with crowds of strangers or negotiating ordinary financial transactions. Yet these habitual travellers can be keen to move on from any place they feel has already made a complete contribution to their insatiable need for new methods of fighting and training. ∨ minimal or lavish trappings? Monks ordinarily eschew all but the most essential possessions. Some seem happy to go through life without so much as a proper shirt to wear. Their ability to accomplish great deeds without benefit of any weapons translates into a desire to minimize material burdens of all sorts. This pairs well with the phiosophical outlook of the most ascetic monks. Yet others dress in fine silks for reasons that go beyond their protective potential. Also likely to sport an array of glittering jewels, heavily materialist monks are outliers. Their philosophies often emphasize robust participation in all forms of material pleasure. Their personal wealth becomes a point of pride, especially if it was earned by way of prizefighting or accumulated from shares of monster hoards. As much as monks respect martial arts prowess, mutual disrespect is common between individuals with these contrasting dispositions. |
Monasteries The first great unarmed martial artists honed their abilities to defend fortified sanctuaries from militant authorities unwilling to tolerate strongholds outside their chain of command. The successes of early monks popularized their fighting styles and training methods. By the time the Age of Heroes was drawing to a close, the countrysides of every civilized realm were peppered with monasteries. Though almost none of these places willingly served as havens for violent outlaws, most welcomed people intent on avoiding military conscription. Such people were especially numerous amidst historic turmoil as one era ended and another began. Most monasteries made poor targets for conquest or siege. Monks can be determined and effective defenders, and many make problematic captives. Yet an ancient tendency toward apolitical stances gave way to embrace of controversies among some monasteries to embrace modern religions. Monks need not practice a faith or remain true to any particular spirituality in order to utilize their special abilities. Yet many modern monks are earnest in faith, and some monasteries are wholly religious institutions complete with clerical leadership. |
Monastic Teachings Unlike clerics and paladins, monks are extremely flexible as spiritual spellcasters. Many are no less capable of harnessing ambient life energy than channeling holy power. Some understand techniques for commanding draconic or fey energies. There are even monasteries that teach methods of directing unholy power through the exertions of dedicated monks. Gathering energy is ony one small part of a diverse and intense training regimen. Individual monks already have the discipline and knowledge to develop new techniques fit to replace any lost by way of shifting beliefs. Thus they do not lose Spellcasting or any other feature even after profound changes of alignment or faith. Even so, no proper monastery is exclusively dedicated to martial arts training. Most espouse some sort of philosophy or religion while looking to clerics, druids, sorcerers, or warlocks for leadership. Though often cloistered and rarely evangelical, each modern monastery promotes its own unique form of esoteric mysticism. |
Bound Tradition Bonus Spells | |||||
Level | Blazing Fist | Open Hand | Roaring Strike | Shadow Boxer | Shining Stance |
1st | Signal Flare | Sanctuary | Loudspeaker | Expeditious Retreat | Faerie Fire |
2nd | Flaming Sphere | Aid | Unseen Ram | Silence | Moonbeam |
3rd | Fireball | Revivify | Fear | Gaseous Form | Daylight |
4th | Wall of Fire | Death Ward | Stone Shape | Greater Invisibility | Resilient Sphere |
5th | Flame Strike | Hold Monster | Passwall | Mislead | Wall of Force |
Weapon Kata While all proficient warriors practice handling their own weaponry, the distnctive approach of monks is most focused on making those weapons feel like extensions of the body. Always thoughtful about anatomy, they consciously adapt their muscles and joints to better integrate various blades and bludgeons into natural motions. This also allows monks to better emulate the fighting techniques of wild beasts – a practice dating back to their own precursors. Even martial artists employing no animal-derived stylistic techniques wield some weapons with motions no less fluid and natural than throwing a punch. |
Muscle Power Except for the constructs and the undead, life energy flows through the bodies of all animated creatures. The internal processes of living creatures tend to be wellsprings of energy rather than effects produced by it. Yet great warriors can thrive without sparing a single thought for the magical nature of their own bodies. Even in areas where disruption quashes the most basic magical effects, mighty attackers can deliver deadly force. The most dedicated combatants may focus primarily on physical exercises rather than arcane enhancements. The power of living muscles is crucial beyond its reliability in exotic environments. Rallying a legion of spellcasters is much more demanding than rallying a like number of laborers or soldiers. In large groups, working people can alter the course of rivers, pave modern highways, raise durable fortifications, or expel hostile powers from a coherent territory. Military organizations employ some mix of barbarians, fighters, monks, paladins, rangers and rogues to lead unproven recruits in pursuit of security for the regimes they serve. Though monks are not uniquely suited to construction and excavation, they benefit from extraordinary attunement to the power of their own personal musclature. |
Magic and Vitality Bards, clerics, druids, monks, paladins, rangers, and Shamanic Militants can learn techiques capable of instantly healing injuries. Be it through holy power or the energies of nature, these efforts are a matter of survival for many adventurers. Without such relief, rest can be the only other method of recovery from pain and suffering. Healing spells can make all the difference once the alarm has been raised while infiltrating a hostile camp or compound. They can be equally crucial when a stronghold must fend of relentless waves of attackers. Magic is essential relief for wounded combatants unable to withdraw from a conflict zone. The most powerful healing spells allow their targets to shrug off devastating injuries repeatedly over the course of a battle. Some clerics, monks, and Shamanic militants are capable reversing this effect. They can use magic to diminish or even snuff out the vital energies of living creatures. These spells may be incorporated into ritual sacrifices. Though necromancy offers similarly deadly techniques, most do not bother with transfers of vitality to focus on cancelling it directly or converting it into something else entirely. |
Religious Monasteries Many of the oldest and most influential monasteries occupy sacred ground established by a holy order. Some were dedicated to the presevation of relics or the support of demanding rituals. Whether focused on peace or fortified for war, these compounds saw large numbers of residents committed to training in a local style of unarmed combat. Some religious monasteries demand spiritual devotion of all permanent residents while offering the mystic secrets of a monastic tradition only to a chosen few. Others use their combat training to draw in all sorts of students while using those teachings as an avenue to promote their faith to any receptive disciples. Yet not all monasteries are religious institutions. Large cities often feature martial arts training facilities attracting a mix of curious novices and competitive boxers. Great natural wonders often see a monastery constructed nearby as a sanctuary for meditative retreats. Faithless persons are fully capable of joining and advancing in this class. Monks no longer devoted to the religious tradition in which they were originally schooled are also capable of using and improving these abilities. Individual monasteries may welcome or exclude students based on all sorts of criteria, including religion. Even so, the self-discipline and control over vital energies unique to monks is also wholly independent of alignment and faith. |
Alternative Monks Warrior monks are a well-known archetype in every major culture. Yet there are monasteries that do not offer training in techniques of unarmed combat. These institutions still maintain remarkable discipline among a community of residents dedicated to a common mission. Agricultural and archival monasteries are each prominent in many societies – assets in the estates of aristocrats or independent institutions functioning as communes. Even more than the monasteries of warrior monks, these facilities often depend on the isolation of a remote location for security. In other cases, a relatively defenseless monastery will be located within a larger complex of political or religious loyalists. Soft-spoken monks sometimes perform the least desirable duties with humility while earning their place in the broader community. They can develop a unique sort of intimacy with the pontiffs and potentates they serve. Monasteries with no such affiliation may instead focus on dedication to an area of craft or study. Whether or not martial arts are involved, monks are united by systematic self-denial in service to disciplined growth in a meaningful practice. |
Martial Arts Styles As secretive as they can be about their training techniques, many monks will proudly perform exhibitions of their own fighting styles. Some institutions stage these public displays in order to attract new students. They are also part of a culture intermingled with competitive martial arts. From graceful gymnastics routines scored by judges to bloody bareknuckle boxing tournaments, many monks are no strangers to performing in front of large crowds. Though some are celebrities unto themselves, most stage performances to popularize a martial arts style associated with their teachers and techniques. These styles are often named for an animal with a descriptor, like "Blazing Falcon" or "Leaping Tiger." Others are regional variations of a general method like "Chomtukian Wrestling" or "Junkongese Boxing." Martial arts as popular entertainment span the spectrum from impromptu back alley sparring to formal bouts witnessed by packed arenas. Participants strive to promote their preferred style of martial arts outside huge yet rare events offering their winners tremendous prizes and prestige. Celebrity prize fighters transcend the clash of styles, yet even they retain associations cultivated earlier in their careers. |
“The wise man does not seek a path with no challenges. The wise man seeks methods of growing stronger while overcoming the challenges ahead.” — Shen Hung, Shadow Boxer Shifu |
Vital Energies Known in literature as "chi," "kai," and "qi" among other names; mystical forces power both attacks and spells performed by monks. Various sources of lore associate this power with modern religion, the Old Faith, or occult practices. None of these teachings are essential to monastic practices, yet nearly all traditions weave fanciful lore with moral messages into lessons required for advancement in their martial arts. One unifying theme is a focus on honing personal potential. The endless hardships of training prepare monks to look within for the means to accomplish amazing things. So it is that devout monks can change or lose their religions without losing any special abilities. It is likewise for those who turn their backs on a lifetime of reverence for nature or service to an unholy entity. Effectiveness as a monk only requires faith in the self. Exercises that constantly challenge and strain the limits of personal capabilities also instill confidence. This allows monks to remain poised and smooth even while weaving within inches of deadly blades or daring to catch thrown weapons. The greatest monks bring the lore of their traditions full circle by personally accomplishing legendary feats while overcoming fanciful foes. These larger-than-life figures can be willfully cryptic while ordinary monks favor quiet. Thus few sages can comment with any authority about the true nature of monastic power. |
Monastic Garb Monks have uncanny ways of moving in combat. Many avoid armor altogether, and some nearly do the same with clothing. They prefer their movements be as unrestricted as possible. Silk is the only effective armor that does not interfere with the practice of most advanced martial arts. Thus monks who do not favor functional wrappings and/or simple robes often wear elaborate silk suits. This sort of armor is especially effective at protecting againt the slings and arrows a monk is likely to face when closing ground on a group of armed hostiles. |
Monastic Mysticism Some monasteries serve religious traditions that slowly allow disciples to unlock secret knowledge. Each layer of hidden knowedge is secured by its own tests and trials. Even monks without any religious affiilation often find themselves striving to progress through degrees of achievement. Extremely experienced monks reserve their most advanced teachings for proven students. This practice cultivates mystique, yet in some cases it is simply about preventing unready disciples from injuring themselves. Normally both sorts of mysteries will exist as a mixture in the lore of a monastic tradition. Progress as a martial artist is paired with progress toward understanding a particular faith or philosophy. The most gifted warriors are constantly challenged to reflect on profound questions, and the most enlightened thinkers are constantly called upon to overcome physical challenges. Sufficiency in both realms is required to unlock the secrets of the next degree along a progression toward a pinnacle of magical and martial capabilities. |
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Absolute Incline You have advantage on all ability checks to related to climbing. While you are within 5 feet of a vertical surface such as a wall or cliff face; you cannot fall faster than 60 feet per round, you do not take damage from falling, and you always land on your feet. Anchored Body You are proficient with Constitution saving throws. You have advantage on saving throws against being knocked prone as well as any forced movement other than teleportation. Ascetic Mind You are proficient with Wisdom saving throws. You have advantage on saving throws against being charmed. Ascetic Flesh You have advantage on saving throws against being poisoned, and you have resistance to poison damage. Buoyant Stride You can walk across water or other fluids so long as you end each movement standing on a solid surface. Ceaseless Vigil You are proficient with Intelligence saving throws. You have advantage on ability checks to notice or identify traps. Chi Block (requires 9th level monk) You can use Deflect Missiles to reduce the damage from ranged magical attacks. You are unable to catch these attacks. Chi Projection You have an effective reach of 15' for purposes of shoving. Chi Push When you hit a creature no more than one size larger than you with a melee attack, you can use your reaction to force that target to up to 10' to a more distant position unless it makes a Constitution saving throw at a DC of 8 + your proficiency bonus + your Dexterity modifier. Chi Shield When you are attacked, you can use your reaction to raise your Armor Class by 2 until you move at least 5' or your next turn ends. Chi Siphon When you hit a creature that is not of the construct or undead types with a melee attack, you can use your reaction to cancel all other damage while inflicting 1d4 + your Wisdom modifier necrotic damage. When you do this, regain the number of hit points rolled on that damage die. Chi Stride So long as you are not using a shield and you are not wearing armor other than silk armor, you can add 5× your proficiency bonus to your speed. Chi Strike All of your unarmed attacks inflict triple damage on inanimate objects and double damage on creatures of the construct type. Chi Weave You can take the Disengage action as a bonus action. Disarming Strike When you hit a creature no more than one size larger than you with a melee attack, you can use your reaction to force it to drop one held or wielded item of your choice unless that target makes a Strength saving throw at a DC of 8 + your proficiency bonus + your Dexterity modifier. Double Jump Your jump distances are doubled. You have advantage on saving throws against falling off ledges or into pits. Fancy Footwork You can take the Dodge action as a bonus action. Favorable Momentum When you score a critical hit, gain 1d12 temporary hit points. |
Flawless Footwork Attackers do not have advantage from your balancing, and climbing does not cost you extra movement. You have advantage on all ability checks related to balacing or avoiding known traps triggered by footsteps. Flurry of Throws When you throw a weapon, you can ready another weapon as part of that attack. Flying Roundhouse You can use your action to perform one melee attack against every creature within 5 feet of your present position instead of the normal Attack action. Ground Fighting Your melee attacks do not suffer disadvantage from being prone. Harmonious Flesh You suffer no penalties from exposure to cold climates, hot climates, and high altitudes. Add one to the number of Hit Dice you regain when you complete a long rest. Harmonious Mind You have advantage on saving throws against being frightened, and you have resistance to psychic damage. Heaving Hold Your speed is not halved while grappling a creature of your own size or smaller. Hidden Vitality When you take damage you can use your reaction to fall prone and appear dead to all non-magical scrutiny. This appearance is spoiled when you move, speak, or take any action. You have advantage on the first attack you make within Inner Awareness You have blindsight to a range of 10 feet. Inner Sufficiency You can go five days without food or water before you must make saving throws against hunger and thirst. You can go for 15 minutes without breathing at all before time starts on the normal breath holding process for you. Kicking Kata The bound condition does not inflict disadvantage on your unarmed attacks. When you hit a prone creature with an unarmed attack, you can add your proficiency bonus to the damage of that attack. Kip Up If you are prone at the start of your turn, you can stand once before the end of your turn without using any movement. Light Step Sneaking does not cost additional movement for you. Leveraged Throw When a creature no more than one size larger than you misses you with a melee attack, you can use your reaction to move that creature 10 feet in any direction unless it makes a Constitution saving throw at a DC of 8 + your proficiency bonus + your Dexterity modifier. Meditative Praxis Four hours of sitting still while semi-conscious is enough for you to complete a long rest and satisfy your rest requirement for the day. You remain keenly aware of your surroundings in this state. It is spoiled if you move, take damage, or perform any action before the trance has concluded. Otherwise, it conveys all the benefits of a full night's sleep. Rallying Stance When you stand after having been knocked prone by a foe, you can use your reaction to regain 1d8 hit points. Sweeping Kick When you hit a creature no more than one size larger than you with a melee attack, you can use your reaction to knock that target prone unless it makes a Constitution saving throw at a DC of 8 + your proficiency bonus + your Dexterity modifier. Unyielding Will You are proficient with Charisma saving throws. You have advantage on saving throws against being paralyzed. Vital Foresight When an attacker lands a critical hit on you, you can use your reaction to force your attacker to reroll that attack and use the new result. |
Multiclass Progression | |||||||||||||
Proficiency Level Bonus | Spell Slots 1st 2nd 3rd 4th 5th 6th 7th 8th 9th | ||||||||||||
1st | +2 | 2 | – | – | – | – | – | – | – | – | |||
2nd | +2 | 3 | – | – | – | – | – | – | – | – | |||
3rd | +2 | 4 | 2 | – | – | – | – | – | – | – | |||
4th | +2 | 4 | 3 | – | – | – | – | – | – | – | |||
5th | +3 | 4 | 3 | 2 | – | – | – | – | – | – | |||
6th | +3 | 4 | 3 | 3 | – | – | – | – | – | – | |||
7th | +3 | 4 | 3 | 3 | 1 | – | – | – | – | – | |||
8th | +3 | 4 | 3 | 3 | 2 | – | – | – | – | – | |||
9th | +4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | |||
10th | +4 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | |||
11th | +4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |||
12th | +4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | |||
13th | +5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |||
14th | +5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | |||
15th | +5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | |||
16th | +5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | |||
17th | +6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |||
18th | +6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |||
19th | +6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
20th | +6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
“The best way to acquire a formidable power is to acquire a great many powers.” — Gaston Silvertongue, half-elf visionary |
“The vigorous study of many trades will never lead to the mastery of any among them.” — Aeschinion, Thracian philosopher |
Paladin Basics |
hit points for new characters: 10 + your Constitution bonus hit points for gained levels: 1d10 + your Constitution bonus Hit Dice: 1d10 per paladin level armor proficiencies: light, medium, heavy, shield weapon proficiencies: all weapons saving throw proficiencies: Charisma & Wisdom core skill proficiencies: History, Persuasion, and Religion languages: one major human language tool proficiencies: siege warfare, one mount, masons' tools supplemental skill proficiencies: You can replace each of your redundant skills with Animal Handling, Arcana, Athletics, Insight, Intimidation, Investigation, Medicine, or Perception. |
Paladin Progression | |||||||||
Proficiency Level Bonus Features | Divine Smite | Spell Slots 1st 2nd 3rd 4th 5th | |||||||
1st | +2 | Fighting Styles, Lay on Hands | – | – | – | – | – | – | |
2nd | +2 | Spellcasting | 1 | 2 | – | – | – | – | |
3rd | +2 | 1 | 3 | – | – | – | – | ||
4th | +2 | Feat | 1 | 3 | – | – | – | – | |
5th | +3 | Tactical Action | 1 | 4 | 2 | – | – | – | |
6th | +3 | Oath Feature | 2 | 4 | 2 | – | – | – | |
7th | +3 | Extra Attack | 2 | 4 | 3 | – | – | – | |
8th | +3 | Feat | 2 | 4 | 3 | – | – | – | |
9th | +4 | Aura of Protection | 2 | 4 | 3 | 2 | – | – | |
10th | +4 | Oath Feature | 3 | 4 | 3 | 2 | – | – | |
11th | +4 | Feat | 3 | 4 | 3 | 3 | – | – | |
12th | +4 | 3 | 4 | 3 | 3 | – | – | ||
13th | +5 | Aura of Courage | 3 | 4 | 3 | 3 | 1 | – | |
14th | +5 | Oath Feature | 4 | 4 | 3 | 3 | 1 | – | |
15th | +5 | Feat | 4 | 4 | 3 | 3 | 2 | – | |
16th | +5 | Extra Attack x2 | 4 | 4 | 3 | 3 | 2 | – | |
17th | +6 | Feat | 4 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Truesight | 5 | 4 | 3 | 3 | 3 | 1 | |
19th | +6 | Feat | 5 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | 5 | 4 | 3 | 3 | 3 | 2 |
Playing a Paladin |
∨ heavenly or grounded? Most paladins openly flaunt their connection to divine power. Some adopt a downright angelic demeanor. Many proudly call upon a deity in times of need. Other paladins may be soft-spoken about their faith. Some cultivate spiritual channels and divine patronage purely through passionate dedication to a compatible cause or creed. Both sorts of paladins can access the magic of prayer by appealing to an ideal or an earthly institution rather than a divine being. Yet it is common for paladins to seek distinction by prominently emphasizing their affinity for heavenly power. ∨ holy or unconsecrated? Some paladins seek formal status as holy persons. Paladins with a clear religious affiliation might be admitted into a priesthood on joining a subclass and swearing a Sacred Oath. This holy status can change everything from the legal penalties for victimizing a paladin to the privilege of conducting ceremonies at sacred sites. Yet not all paladins are holy persons, or even explicit advocates of any particular faith. Some political organizations favor unconsecrated paladins so as to operate without building religious tensions in their societies. Others are simply so committed to an earthly purpose that no formal theology bears directly on their ambitions and restrictions. ∨ judgemental or tolerant? Paladins typically live under strict codes of morality. In many cases these beliefs are held up as universal truths, readily applied to others. Judgemental paladins can be quick to make enemies even over minor doctrines or taboos. They often expect companions to at least attempt to live by that same moral code. More tolerant paladins see their morality as limited to a set of personal obligations. They will happily argue the merits of their own beliefs, but they do not condemn or punish others merely for adhering to different beliefs. ∨ plutocratic or philanthropic? While all paladins support a cause, only some honor the ancient tradition of consistently donating the bulk of any new personal wealth improve conditions for the least fortunate people in their communities. There are even modern paladins holding moral stances against feeding the poor and healing the sick. They may direct all their support toward an elite institution already well-financed. Some such adventurers still perform token acts of philanthropy for purposes of self-promotion, but they will not let the needs of the downtrodden signifigantly deplete their coffers. Paladins typically wind up accumulting prestige in the eyes of the common folk or in the eyes of a financial elite, rarely managing to become role models among both extremes of privilege. ∨ crusading or territorial? Different paladins have different perspectives on the extent to which their moral authority travels wherever they do. Some see their Sacred Oaths as pledges bound to a particular region or place. They might be sworn defenders of an ethnic homeland or sworn custodians of an ancient shrine. Territorial paladins can be especially fierce and unrelenting in clashes relevant to that territory, yet comparatively disinterested in struggles far from the place(s) mentioned in their oath. Yet many paladins lack any geographic constraints, applying their views to the entire world if not also beyond. Some crusading paladins deliberately venture to distant lands for the greater challenge of being surrounded by natural enemies of their faith or creed. ∨ fanatical or flexible? Ancient paladins rarely withdrew from battle, preferring death in honorable battle to life after retreat. Not all modern paladins share this mindset, but some do. Fanatical paladins see their own lives as fit for sacrifice to a sufficiently worthy cause. Inclined to speak with chilling certainty, these extremists inspire confidence in their allies right up until it becomes clear that a battle is truly lost. Less severe paladins recognize the value of living to fight another day. They can be reluctant to issue threats and more willing to negotiate with hostile forces. Often torn between rigid ideals and practical realities, each paladin must make a choice to fulfill their oath with absolute conviction or to allow for imperfections in the advancement of their ideals. |
Paladin Patrons Every paladin should designate a specific patron deity. The paladin should be of the same alignment as that deity, and there should be some intersection between that paladin's moral code and the virtues associated with that deity. Paladins do not need to function as holy persons or advance any faith, though many do both. Even paladins averse to discussing faith support ideals largely consistent with the overall priorities of a particular deity. This closeness paves the way for spiritual connections essential to the use of many paladin abilities. As with clerics, paladins can lose many of their magical abilities if they stray far from the core beliefs responsible for their empowerment. Lapsed paladins must attone for their moral deviance or renew their Sacred Oath under different terms pleasing to the ears of a different divine patron. While the particulars of this replacement oath may vary, it reconnects the paladin with the same subclass as before, since those abilities are as much a function of practice and study as attitude and belief. While all this is possible, crises of faith are especially rare among paladins. After all, they tend to be even more zealous and less contemplative than clerics. |
“Any society that tolerates adultery and nudity in public is sure to harbor devil-worship and witchery behind closed doors.” — Neeltje Meyer, Fitch witch hunter |
Holy Warriors Paladins are uniquely suited to bring motivations and remedies into the thick of battle. Most also see themselves dutybound to impose their own beliefs on others. Their oaths make them unflinching in the right contexts. A sworn defender of a place will never stop struggling to fight off any invaders. A sworn defender of a bloodline would sooner die than allow a senior aristocrat to be slain. Paladins driven by hostility toward a particular sort of creature or creed will press their crusades to the more remote reaches of the world, and beyond, if necessary. A great many large institutions value paladins as reliable operatives with personal convictions sure to remain strong even when payrolls and provisions do not. |
Sacred Oath Bonus Spells | |||||
Level | Destruction | Devotion | Preservation | Protection | Service |
1st | Bane | Charm Person | Healing Word | Locate Companion | Lithographic Touch |
2nd | Excruciate | Suggestion | Find Traps | Warding Bond | Arcane Lock |
3rd | Thundercrash | Sending | Revivify | Nondetection | Create Food & Water |
4th | Wall of Fire | Power Word Kneel | Fire Shield | Stoneskin | Secret Chest |
5th | Resonating Vibrations | Dominate Person | Mass Cure Wounds | Wall of Stone | Creation |
Military Paladins Many organizations dedicated to recruiting and training paladins function as elements of a standing army. These groups require funding enough to maintain costly instutitions during times of peace. Riding in heavy armor is part of basic traininng for these adventurers. Many are groomed for low level positions in an aristocracy even if few attain such awards. Paladins are often taught that their righteous mission alone is enough to demand the best equipment and mounts available to allies of a faction. Some develop the mix of courtesy and gravitas required to make such demands. Yet even the least charming paladins may enjoy respect and prestige as military personnel. Some organizations structure small cadres of paladins around service to a particular order of knighthood. Powerful leaders enjoy that rank or more while the bulk of the group pursues quests dictated by those leaders. These obligations are often regarded as sacred, making parties of paladins ideal for missions ordinary soldiers might refuse to complete. Pragmatic generals sometimes deploy loyal paladins as suicide troops. Others deploy paladins as zealous enforcers instrumental in imposing a new order on conquered peoples. Instead of being concentrated into small units of like-minded warriors, some paladins are part of a broader service dispersed throughout a large military force. Imperial armies often incorporate paladins into front line combat units to provide both spiritual and tactical support. These roles seldom involve strategic command, but they often blend active combat service with ministry to soldiers in need of both physical and spiritual renewal. Be they specialists integrated into an enormous national army or elites deployed as independent squads, military paladins fuse loyalty to a chain of command with devotion to their divine inspiration. |
Evangelical Paladins Some paladins establish positions for themselves within religious organizations. Associating with a church or a temple of incurs a variety of obligations, from paying tithes to enforcing taboos. Yet it may also open up access to support services such as congregants volunteering to perform basic labor or clergy eager to assist in ministerial outreach. Some religions tend to ordain paladins as priests and offer privileges equal to a cleric from the same Tier of Power. Others see paladins as warriors first and holy persons second, limiting their spiritual authority to circumstances where no fully ordained cleric is available. Even these adjunct priests are to be respected above layfolk and unbelievers in questions of faith. Evangelical paladins may strive to build their own congregations or even establish shrines at the sites of major events. These activities sometimes support the expansion of civilization into lands once dominated by monsters. A hub of true believers can weather successive crises while also assimilating the indigenous peoples of newly-conquered territories. |
Noble Paladins Some paladins dedicate themselves to a bloodline of aristocrats or a specific government office. The former sort act as familial retainers, defying members of the family they revere only in extreme situations where even that defiance is in support of the family's overall interests. Such paladins sometimes find their moral codes under stress while protecting the persons and the reputations of privileged elites. Others stand proudly as formidable operatives serving a house of like-minded aristocrats. Paladins committed to the support of a bloodline may themselves be distant kin of the prevailing leader, and outsiders having shown such loyalty for years might earn similar treatment. Paladins dedicated to a non-hereditary office dedicate themselves to the ideals and the purpose of that office over the support of any individual persons. They see themselves as living extensions of a vital cause or tradition whether or not they are also agents of a modern regime. Such paladins will not hesitate to exert legal privileges or disregard earthly laws when advancing the agenda of a higher power. Some of these paladins benefit from the resources and support of a large organization. Even in the absence of that support, noble paladins typically make every effort to garb and groom themselves in ways fit for high society. |
Independent Paladins Though rare, it is possible for a paladin to take a Sacred Oath in private, being driven by a deeply personal cause. So long as this dedication is sincere and it aligns well with the favored virtues of a patron deity, this can empower a paladin to lash out with divine wrath. These paladins often craft their own embellishments and emblems. Likewise the language of their battlecries and prayers might be completely original. While independent paladins rarely enjoy the elegant trappings and institutional support available to others of their class, in their holy purposes can be driven by unique ideals. |
Foreign Paladins Moral crusaders intent on taking their cause to distant lands often experience alienation. Where an associated faith or government dominates local culture, paladins are naturally regarded as authority figures. Where a hostile faith or government dominates local culture, paladins become unwelcome if not also threatening figures. Plans to brashly sweep over a distant land with righteous fervor often yield to the necessities of survival as a hunted outlaw. Insurgent paladins inhabit completely different circumstances from those supporting local norms and traditions. Pressing a moral crusade in the midst of a hostile populace poses a special set of challenges. Constables might actively hunt well-known paladins at odds with local norms. Aristocrats rarely support activists openly hostile to the local mainstream. Foreign spirituality often clashes with overwhelming power from indigenous clerics and paladins. Surviving while surrounded by hostile forces might require colluding with dishonorable leaders or engaging in dishonorable acts. Paladins campaigning well outside the influence of their spiritual inspirations can find themselves struggling to maintain their principles if not also their lives. |
Spiritual Atonement The gods can be quick to abandon worshippers praying in bad faith. Clerics and paladins known to act with flagrant disregard for the teachings and values of their patron deity can find themselves stripped of Spellcasting and other features dependent on holy power. This dramatically reduces their effectiveness as adventurers. One path to recovery involves healing the wounded relationship with a divine patron. This can be accomplished by remaining faithful while completing a dangerous quest without benefit of holy power. It might instead require abstaining from the normal rigors of campaigning to complete a regimen of lectures, rituals, and trials. Even an enormous material expenditure to fund a religious institution or social initiative can serve as the means to win back the support of a patron deity. The effort should amount to a meaningful sacrifice of some sort, and its success depends on how your DM plays that patron god. Forsaking a worshipper is no small thing. Ideally, your DM warns of the possibility and gives you a chance to keep the faith through changes in behavior. Likewise, planning a mutually agreeable atonement process converts these unpleasant struggles into rich character arcs with meaningful goals. Lapsed holy persons sometimes return with an even deeper understanding of the teachings promoted by their faith or creed. |
Spiritual Conversion The gods do not look kindly on worshippers behaving as if they had completely different core values. Any alignment change tends to prompt a crisis of faith. In some instances there is a viable alternative to atonement. Rather than restore a faltering connection, a lapsed cleric or paladin can plead for access to holy power from a different divine patron. Taking bold actions in support of that new deity's teachings and values can drive this process. Some cases only require building on momentum established by the original moral deviation. Others might involve extensive indoctrination and/or generous funding of religious institutions. A spiritual conversion should involve some sort of meaningful sacrifice to cement this new bond of faith. As with atonements, conversions are best played out as part of a plan agreeable to both player and DM. Any spiritual conversion, even to a patron of the same alignment, is a major event in the life of a character. Having proven themselves through extensive training, material support, and/or risky adventuring; spiritual converts regain the powers and respect associated with their status as holy persons. |
Spiritual Inspiration Holy persons known to faithfully respect the core teachings of their faith or creed can serve as powerful examples to others. Many clerics and paladins actively seek fame in the hope they might become role models for like-minded believers. Publicly preaching and sponsoring activists can also do much to popularize a philosophy or religion. Senior leaders in significant religious or social movements enjoy the support of large followings, conveying the sort of clout and leverage needed to effectively petition aristocrats and other public officials. These followings are almost never confined to a single segment of society. Some religions teach that specific productive techniques and trades are sacred, but even these often appeal to members of other professions. Unlike social station, faith is purely a function of personal choice. Spiritual leaders will flounder if they reject earnest devotion from others. Even religions featuring formal ceremonial initiations accept support from loyalists yet to undergo such a rite. Thus supporters of any faith popular throughout a region are likely to be found in all walks of life. |
Holy Authority Few paladins are reluctant to publicly praise their patron deities. Many are also quick to turn violent whenever doing so is consistent with their own values and strictures. Just as rogues employ misdirection and subterfuge to finish fights quickly, paladins do likewise with direct attack and miraculous power. Where they are prominent, members of this class tend to be effective peacekeepers. In the best cases they are heroes working with honorable constables in pursuit of public safety. In the worst cases they are villains actively suppressing resistance to the will of a tyrant. |
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Anchoring Smite [EARTH] A creature damaged by your Divine Smite must make a Dexterity saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or be hobbled until the end of your next turn. Arcing Smite [AIR] You can use your Divine Smite when you hit a creature with a missile weapon attack. Blighted Smite [SLAUGHTER] Your Divine Smite can inflict necrotic damage or poison damage instead of radiant damage. Demanding Smite [AUTHORITY] If your divine smite damages a creature able to understand your speech, you can use a bonus action to force that creature to make a Wisdom saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or obey a single-word command until the start of your next turn. Dimming Smite [DARKNESS] A creature damaged by your Divine Smite must make a Wisdom saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or be blinded until the end of your next turn. Disarming Smite [PROSPERITY] A creature damaged by your Divine Smite must make a Strength saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or drop an item of your choice presently held or wielded. Heavenly Smite [STORM] Your Divine Smite can inflict lightning damage or thunder damage instead of radiant damage. Hurling Smite [HAVOC] You can use your Divine Smite when you hit a creature with a thrown weapon attack. Illuminating Smite [STRATEGY] A creature damaged by your Divine Smite must make an Dexterity saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or become glamored until the end of your next turn. Immolating Smite [FIRE] Your Divine Smite can deal fire damage instead of radiant damage. If you choose this option, the target must make a Constitution saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or be unable to regain hit points before the end of your next turn. |
Inspiring Smite [MEDICINE] When you use your Divine Smite to deal radiant damage, distribute half the amount of that damage as hit points regained by creatures other than yourself that you can see within 30 feet of the original target. Majestic Smite [BALANCE] A creature damaged by your Divine Smite must make a Dexterity saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or be knocked prone. Marking Smite [VISION] You are always aware of the position of any creature damaged by your Divine Smite during the present encounter. You can visualize these creatures clearly and incur no penalty from their invisibility or obscurement, though blindness or darkness could still prevent you from seeing a smitten creature. Merciful Smite [PROPRIETY] When you use your Divine Smite, the total damage dealt by the attack and the smite becomes an upper limit. You can choose to deal less damage down to a minimum of 1 point of the type inflicted by the original attack. Reaping Smite [HARVEST] If your Divine Smite reduces a creature to 0 hit points, half the total damage of your attack and your smite becomes a DC. Make a Wisdom saving throw at that DC to recover the spell slot used for the smite. Rallying Smite [VIGOR] If your Divine Smite reduces a creature to 0 hit points, regain 1d10 hit points. Ringing Smite [MUSIC] A creature damaged by your Divine Smite must make a Constitution saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or be deafened for one minute. Spraying Smite [WATER] Your Divine Smite can inflict acid damage or frost damage instead of radiant damage. Staggering Smite [MISCHIEF] A creature damaged by your Divine Smite must make a Constitution saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus or be pushed 10 feet away from you. Subtle Smite [SECRECY] Your Divine Smite can inflict the same type of damage as your attack instead of radiant damage. You can use your Divine Smite when you hit with an unarmed melee attack. | ||||
Vengeful Smite [JUDGEMENT] When a creature that has inflicted damage since the start of its last turn is itself damaged by your Divine Smite, you inflict 1d12 damage per spell level rather than the usual 1d8. |
Ranger Basics |
hit points for new characters: 10 + your Constitution bonus hit points for gained levels: 1d10 + your Constitution bonus Hit Dice: 1d10 per ranger level armor proficiencies: light, medium, shield weapon proficiencies: all weapons saving throw proficiencies: Dexterity & Strength core skill proficiencies: Animal Handling, Athletics, Survival languages: one non-human language (or Sylvan/Tuathish) tool proficiencies: all mounts, cartographers' tools, navigators' tools supplemental skill proficiencies: You may replace redundant skills with Acrobatics, Arcana, Insight, Intimidation, Medicine, Nature, Perception, or Stealth. |
Ranger Progression | |||||||||
Proficiency Level Bonus Features | Rustic Exploits | Spell Slots 1st 2nd 3rd 4th 5th | |||||||
1st | +2 | Fighting Styles, Natural Explorer | – | – | – | – | – | – | |
2nd | +2 | Spellcasting | 2 | 2 | – | – | – | – | |
3rd | +2 | 2 | 3 | – | – | – | – | ||
4th | +2 | Feat | 3 | 3 | – | – | – | – | |
5th | +3 | Tactical Action | 3 | 4 | 2 | – | – | – | |
6th | +3 | Technique Feature | 3 | 4 | 2 | – | – | – | |
7th | +3 | Extra Attack | 4 | 4 | 3 | – | – | – | |
8th | +3 | Feat | 4 | 4 | 3 | – | – | – | |
9th | +4 | Land's Stride | 4 | 4 | 3 | 2 | – | – | |
10th | +4 | Technique Feature | 5 | 4 | 3 | 2 | – | – | |
11th | +4 | Feat | 5 | 4 | 3 | 3 | – | – | |
12th | +4 | Pathfinder | 5 | 4 | 3 | 3 | – | – | |
13th | +5 | Seasoned Striker | 6 | 4 | 3 | 3 | 1 | – | |
14th | +5 | Technique Feature | 6 | 4 | 3 | 3 | 1 | – | |
15th | +5 | Feat | 6 | 4 | 3 | 3 | 2 | – | |
16th | +5 | Extra Attack x2 | 7 | 4 | 3 | 3 | 2 | – | |
17th | +6 | Feat | 7 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Feral Senses | 7 | 4 | 3 | 3 | 3 | 1 | |
19th | +6 | Feat | 8 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | 8 | 4 | 3 | 3 | 3 | 2 |
Playing a Ranger |
∨ ecological or exploitative? Some rangers develop their abilities by seeking to maintain harmony with the land. They may even embrace practices from the Old Faith. Yet other rangers see every natural resource as an opportunity for personal enrichment. These individuals will hunt and gather without regard for sustainable practices. While all rangers tend to understand the environmental impact of various activities, not all of them are personally concerned about keeping that impact to a minimum. ∨ independent or military? Large armies systematically train rangers to serve as guides and scouts. Many lives would have been lost but for the astute pathfinding or the timely warning of an affiliated ranger. Smaller forces quartered in rural areas also give rise to adventuring rangers. They may outnumber both barbarians and fighters in tribes that favor archery. Yet many rangers have no background in military service at all. Their abilities result from experiences and mentoring during other sorts of travels. From aggressive hunters to bold explorers, independent rangers cultivate their prowess with weaponry as one more constituent in an arsenal of survival techniques. ∨ harmonious or heedless? Some rangers constantly strive to blend in with their surroundings. This motivates covered tracks, concealed campsites, and limited foraging efforts. Careful hunters personally study their prey, patiently waiting for the most favorable moment to strike. Yet other rangers do not worry as much about blending in with nature. Their camps can be luxurious, and their tracks may be accompanied by all manner of discarded trash. Heedless rangers are no less effective at foraging, hunting, navigation, and tracking. Yet their conduct can provoke the wrath of resident druids and like-minded wilderness conservators. ∨ practical or stylish? Outfitting for travel through rough territory often demands rugged garb. Various specialized supplies and tools may be kept at the ready with complex bandoliers, belts, and harnesses. People who look ready for a plunge into wildlands almost certainly do not look ready to attend a formal aristocratic event. Some rangers accept or even embrace these practical demands, perhaps also cultivating a gruff and laconic persona. Others incorporate special features into fashionable greatcloaks or overcoats, keeping all sorts of gear close at hand while also keeping up appearances. ∨ rustic or urbane? Some rangers are uncomfortable inside the walls of any modern city. Their days seem more vivid and their rests more relaxing when surrounded by undeveloped wilderness. Yet this preference is not universal. There are rangers intent on funding a comfortable life inside a major hub of commmerce and culture by using their abilities on infrequent expeditions. Elite guides and trackers are known to operate like this. Wealthy concerns with need of outdoor adventuring specialists rarely attempt their own treks to obtain hirelings from remote camps. ∨ learned or primal? Rangers center their craft on the application of lore to wild places. Deep study of plants, animals, terrain, and the elements enables these adventurers to thrive in environments that cause many others to struggle. Learned rangers might be academics applying their knowledge to the outdoors or seasoned explorers quick to gather whatever they can from experts and texts guiding prior journeys. Yet some rangers draw little on ecological science, instead focusing their abilities on a personal relationship with nature. These adventurers may converse with spirit animals and other nature spirits in addition to utilizing practices from the Old Faith. Even the most cynical rangers must cultivate some sort of clinical and/or primal connection to the natural world. |
The First Rangers While living as thralls to dragons, elves invented archery. Human wranglers were quick to embrace this technology. Riders equipped with bows could remain relatively safe while driving predators away from herds reserved to sate draconic hunger. Yet archery also proved extremely effective for purposes of hunting wild game. The proliferation of farms and ranches worked by human thralls was a function of well-equipped warriors with the mobility to determine their range of engagement with dangerous creatures. Modern rangers need not ride horses nor attack with arrows. Yet the essence of their craft pairs enhanced movement with a versatile arsenal of weaponry. In rough country a small team of seasoned rangers can skirmish effectively against a much larger force. From nimbly navigating a thorny hedgerow to plunging into a fast-flowing river, rangers excel at exploiting the environment to outmaneuver others. Even indoors, they use their surroundings to attain the most favorable positions. |
Companion Animals Many of history's greatest heroes travelled with notable mascots. Lore also extends high esteem to many named steeds. Though adventurers of all sorts may cultivate entourages of people and beasts, rangers have particular gifts for collaborating with wild animals. Hounds able to follow scent trails and birds able to conduct aerial |
Hunting Technique Bonus Spells | |||||
Level | Arcing Sniper | Beast Tamer | Creature Handler | Stalking Slayer | Steely Trapper |
1st | Guiding Bolt | Sleep | Alarm | Spider Climb | Silent Image |
2nd | See Invisibility | Warding Bond | Enlarge/Reduce | Moonbeam | Find Traps |
3rd | Daylight | Fear | Conjure Animal | Locate Person | Firecage |
4th | Arcane Eye | Booming Battlecry | Giant Insect | Shadowy Form | Wall of Fire |
5th | Passwall | Planar Binding | Insect Plague | Vampiric Embrace | Hold Monster |
Fighting Animals Early rangers made allies of many types of animals. The most productive ranches raised up stables and filled them with horses. Many peoples welcomed housecats as a method of preventing pests from diminishing their food supplies. What started with selective breeding of companion wolves during the Age of Dragons has become a staggering variety of dogs. From towering wolfhounds that retain much of their ancestral nature to tiny lapdogs with affectionate tendencies, there are hundreds of recognized variations. Even the least formidable can still detect unexpected scents and sounds, alerting companions about the approach of strangers. A wide variety of other beasts have parts to play in armed forces. Birds of prey can gather small game animals while simple pigeons can relay messages back to their coops of residence. Horses, boars, camels, elephants, elk, and lizards have conveyed riders into battle. Though all adventurers can learn the skill of Animal Handling, it is a core skill for rangers. They all have cultivate some capacity to tame wild animals and train them to perform tasks as directed by people. |
Skirmishing True to their name, rangers excel at moving in and out of melee. Adventurers of all sorts depend on skirmishing tactics to withdraw from encounters with unexpectedy formidable foes. These techniques are likewise useful for moving in and out of cover as well as exploiting the limited reach of hostile ranged weapons. Many skirmishers favor light armor as well as training focused on personal mobility. Rather than strive for overwhelming offense or unbreakable defense, they strive to outmaneuver foes. Making the most of situational modifiers, skirmishers tend to engage in ways their enemies are least able to counter. Large standing armies tend to deploy skirmishers as auxilliary forces – creating distractions and finishing off demoralized enemy units. Yet many towns and villages can do no better than to rally a force of skirmishers in their own defense. Typically irregulars of varying capabilities, these groups can spend days or weeks conducting raids from a nearby encampment as resistance against invaders. Groups able to strike without warning then blend back into the wilderness will weaken occupying forces even when they do not succeed in driving them off entirely. |
Animal Control Aside from creatures easily concealed or held in one hand, many communities are wary of companion animals other than cats and dogs. Steeds are customarily quartered apart from the residences of people. Though certain sorts of housepets are almost universally accepted, wild beasts of medium or larger size can raise alarm on sight. Very few people are comfortable around deadly serpents or towering predators. Even certain breeds of dogs can be cause for concern in the most timid communities. Players travelling with companion animals must be mindful of their social contexts. Many establishments refuse entry to patrons travelling with any sort of creature that might disrupt the dining experiences of regular customers. Companion animals with significant combat abilities will be seen as no less threatening than bodyguards or thugs offering a similar threat level. There are even holy places where caretakers do their best to ward of all beasts for fear of defilement. Yet this intolerance is far from universal. Common working animals rarely raise alarm in urban environments so long as they remain outdoors. In a minority of especially permissive societies, awakened animals share the rights of free persons, and exotic companion animals are only considered problematic in when they cause some sort of actual harm. Most people have an instinctual abhorence of gratuitous cruelty even when it is directed toward creatures they might slaughter for food or other resources. |
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Advanced Venom (requires Basic Venom) If you successfully inflict damage with Basic Venom, that attack deals an additional 1d8 poison damage. Animal Kinship You treat your companion animals as if you were linked by close family ties. When a creatures of the beast type under your control makes a saving throw, you can substitute your saving throw bonus for the saving throw bonus of that creature. When you regain hit points during a short rest, one or two creatures of the beast type in your company can regain the same amount of hit points. Basic Venom If you use a bonus action in preparation, any attacks you make that inflict slashing or piercing damage before the end of your turn also inflict the poisoned condition on injured targets unless they make a Constitution saving throw at a DC of 8 + your proficiency bonus + your Wisdom bonus. Each victim can repeat this saving throw at the end of its turn. Beastly Bond You know the Animal Friendship spell, and it does not count against your total number of known spells. When you complete a long rest, you can immediately cast the Animal Friendship spell once without using a spell slot. Climbing Harness Though you must have at least one hand to move while climbing, you do not fall if you make some other use of both hands while climbing. Deadly Hurler You can add both your Dexterity modifier and your Strength modifier to the damage dealt by thrown weapon attacks. This includes throwing weapons, but it does not include melee attacks even when weapons with the thrown property are used to perform those melee attacks. Deadly Shooter You can add both your Dexterity modifier and your Strength modifier to the damage dealt by missile weapon attacks. Displacing Strike When you hit a creature of medium or smaller size with a melee weapon attack, you can use your reaction to force that creature to make their choice of either a Dexterity saving throw or a Strength saving throw at a DC of the attack damage + your proficiency bonus, with failure forcing them to exchange places with you. If your weapon has the entrap property, the saving throw becomes your choice of Strength or Dexterity. Eyecatching Crest When you hit a creature with a ranged weapon attack, you can use your reaction to cause that creature to become glamored until the end of your next turn. Find Cover You can take the Hide action as a bonus action. Hitching Maneuver When you are holding a chain, harness, rope, shackles, straps, or another item capable of imposing the bound, hobbled, muzzled and/or tethered conditions; you can use your bonus action to perform the Activate action for any of those purposes. Immolating Compound If you use a bonus action in preparation, any attacks you make with a bow or a crossbow inflict fire damage instead of piercing damage until the end of your turn. Night Eyes Your eyes have adapted to travelling after sundown. You have darkvision to a range of 60 feet. Obscure Tracks (requires Stealth proficiency) If you are sneaking on foot at the rear of a group travelling overland, your passive Stealth establishes the DC of efforts to track the entire group, even if other members of the party are not sneaking. Painted Weaponry When you hit a creature with a melee attack, you can use your reaction to cause that creature to become glamored until the end of your next turn. Penetrating Gaze When you attack a creature behind partial cover, you can use your reaction to ignore the effects of that particular source of cover until the end of your turn. |
Personal Immunity You have resistance to poison damage as well as advantage on saving throws against poison damage and/or the poisoned condition. Pinnning Strike When you hit a creature with an attack using a weapon that has the entrap property, you can use your reaction to force that creature to make a Dexterity saving throw at a DC of the attack damage + your proficiency bonus, with failure causing that creature to become immobilized until you perform another attack with that weapon, move out of the reach of that creature, or drop/sheathe/stow that weapon. Planting Maneuver When you drop an item so as to place a trap or create a hazard, you can use your reaction to position that item anywhere within 10 feet and hold another item of the same type or draw a weapon. Primal Bond When you regain hit points, you can select one companion animal no more than 30 feet away to regain up to the same number of hit points. Protective Equipment While you are wearing a helm or any sort of goggles, you have advantage on saving throws against being blinded and/or deafened. Relentless Hunt When you attack a creature you have damaged in the previous ten minutes, you can use your reaction to add your Wisdom modifier to all your damage rolls against that target until the end of your next turn. Saddle Vault You can use your bonus action without using any movement to mount an adjacent steed or dismount into an adjacent space. You have advantage on ability checks to complete falling or jumping maneuvers by landing on the back of a mount. Nimble Skirmishing You can take the Disengage action as a bonus action. Swift Skirmishing You can take the Dash action as a bonus action. Slayer's Sight When you attack a creature that is glamored, you can use your reaction to add your Wisdom bonus to the attack roll and the damage roll associated with attacks you make against that creature before the start of your next turn. Spiked Boots While you are wearing boots, including the footwear from a suit of armor, you have advantage on saving throws against forced movement other than teleportation and you have advantage on saving throws against falling prone. Thermal Undergarments While you are wearing a suit of armor, you have resistance to frost damage as well as advantage on saving throws against frost damage and/or exposure to cold environments. Tripping Strike When you hit a creature with an attack using a weapon, you can use your reaction to force that creature to make a Constitution saving throw or Dexterity saving throw at a DC of the attack damage + your proficiency bonus, with failure causing that creature to fall prone. If your weapon has the entrap property, the saving throw becomes your choice of Constitution or Dexterity. Vicious Volley When you infilct damage with a ranged weapon attack and do not reduce your target to 0 hit points, you can use your reaction to make another ranged weapon attack against the same target. Wild Whisperer You know the Speak with Animals spell, and it does not count against your total number of known spells. If you spend ten minutes quietly observing an appropriate partner for this sort of communication, you can immediately cast the Speak with Animals spell once without using a spell slot. Worsen Wounds When you attack a creature you have damaged in the previous ten minutes, you can use your reaction to add your Wisdom modifier to all your attack rolls against that target until the end of your turn. |
Rogue Basics |
hit points for new characters: 8 + your Constitution bonus hit points for gained levels: 1d8 + your Constitution bonus Hit Dice: 1d8 per rogue level armor proficiencies: light weapon proficiencies: all basic weapons, arbalest, bagh nakh, broadsword, gauntlet, hand crossbow, hatchet, longsword, net, sabre, scimitar, shortsword, shuriken, rapier, whip saving throw proficiencies: Dexterity & Intelligence core skill proficiencies: Deception, Sleight-of-Hand, and Stealth languages: Thieves' Cant and one human language tool proficiencies: all gambling games, thieves' tools supplemental skill proficiencies: You may replace redundant skills with Arcana, Deception, History, Intimidation, Investigation, Perception, Performance, Persuasion. |
Rogue Progression | ||||
Proficiency Level Bonus Features | Sly Ruses | Sneak Attack | ||
1st | +2 | Sneak Attack, Thieves' Cant | – | 1d6 |
2nd | +2 | Sly Ruses, Tactical Action | 3 | 1d6 |
3rd | +2 | Covert Method | 4 | 2d6 |
4th | +2 | Feat | 5 | 2d6 |
5th | +3 | Deviant Expertise | 5 | 3d6 |
6th | +3 | Method Feature | 6 | 3d6 |
7th | +3 | Uncanny Dodge | 6 | 4d6 |
8th | +3 | Feat | 7 | 4d6 |
9th | +4 | Elusive Instincts | 7 | 5d6 |
10th | +4 | Method Feature | 8 | 5d6 |
11th | +4 | Feat | 8 | 6d6 |
12th | +4 | Reliable Talent | 9 | 6d6 |
13th | +5 | Evasion | 9 | 7d6 |
14th | +5 | Method Feature | 9 | 7d6 |
15th | +5 | Feat | 9 | 8d6 |
16th | +5 | Guileful Awarenness | 11 | 8d6 |
17th | +6 | Feat | 11 | 9d6 |
18th | +6 | Astounding Agiity | 12 | 9d6 |
19th | +6 | Feat | 12 | 10d6 |
20th | +6 | Stroke of Luck | 13 | 10d6 |
Stage Magician Spellcasting | ||||||||||||
Cantrips | Spell Slots | ‖ | Cantrips | Spell Slots | ||||||||
Level | ↓ | 1st 2nd 3rd 4th | ‖ | Level | ↓ | 1st 2nd 3rd 4th | ||||||
3rd | 2 | 2 | – | – | – | ‖ | 12th | 5 | 4 | 3 | – | – |
4th | 2 | 3 | – | – | – | ‖ | 13th | 5 | 4 | 3 | 2 | – |
5th | 2 | 3 | – | – | – | ‖ | 14th | 5 | 4 | 3 | 2 | – |
6th | 3 | 3 | – | – | – | ‖ | 15th | 6 | 4 | 3 | 2 | – |
7th | 3 | 4 | 2 | – | – | ‖ | 16th | 6 | 4 | 3 | 3 | – |
8th | 3 | 4 | 2 | – | – | ‖ | 17th | 6 | 4 | 3 | 3 | – |
9th | 4 | 4 | 2 | – | – | ‖ | 18th | 7 | 4 | 3 | 3 | – |
10th | 4 | 4 | 3 | – | – | ‖ | 19th | 7 | 4 | 3 | 3 | 1 |
11th | 4 | 4 | 3 | – | – | ‖ | 20th | 7 | 4 | 3 | 3 | 1 |
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Baleful Butcher You are proficient in the Nature skill. You are proficient with cooks' utensils and poisoners' tools. Applied to freshly-slain venomous creatures, these abilities make it possible to harvest then quickly concentrate deadly substances. Blinged Out You can attune to as many as five magic items at the same time. Bolt to Cover You can use your bonus action to take the Hide action. Bookmaking Racket You understand how to manage betting syndicates with minimal underlying capital. Your parimutuel schemes require little backing to facilitate enthusiastic wagering on the outcome of a spectacle. Careless Fling When you drop a melee weapon on your turn, you can use your action to make an attack using the weapon already in your other hand. You have advantage on that attack. Chameleon Spirit When you spend at least ten minutes applying a disguise to yourself, you can alter your aura so that you appear to be of a different alignment to magical effects including the scrutiny of sprites. You can also add or remove creature types so long as at least one remains. These changes end when you remove that disguise or you begin a long rest. Climbing Harness Though you must use at least one hand to move while climbing, you do not fall if you make some other use of both hands while climbing. Concealed Glider While you are conscious and wearing a cape or a cloak; you can use your reaction to unfurl that garment and take hold of it with both hands, dropping any held items. If you do this; you cannot fall faster than 60 feet per turn, and you cannot take damage from falling. During these gliding falls, you can move horizontally up to half the distance you have descended. Counterfeit Arcana You can attune to any magic item, even if you do not satisfy requirements related to alignment, class, level, and/or race. Furtive Habits You are secretive by nature. Through an assortment of non-magical behaviors, you have made it impossible for others to use you as a target target for divinition magic and/or scrying effects. Give 'em the Slip You can use your bonus action to take the Disengage action. Grazing Pilferage Among crowds that are not heavily policed, you can inconspicuously steal small amounts of coin as if you were busking with your Sleight-of-Hand skill. Rather than +3, add +6 to the DC for each hour of additional busking. Ground Fighting Your melee attacks do not suffer disadvantage from being prone. Grim Gardener You are proficient in the Nature skill. You are proficient with herbalists' tools and poisoners' tools. Combined with a nice plot of land and patient labor, these abilities make it possible to slowly cultivate then quickly concentrate deadly substances. Holding the Bag For purposes of carrying backpacks, bags, and sacks as well as dragging, pulling, and pushing containers; you count as one size larger than your current physical form. Penalties apply normally if you exceed standard encumberance limits through total items held, worn, or stowed outside a backpack, bag, or sack. Modern Tinkering You are proficient with tinkers' tools. During a short rest or a long rest, you can use that kit to assemble one tiny clockwork device (AC 5, 1 hp) if you do not already have three available. You understand the workings of accordion grippers, fire starters, music boxes, spring heels, toy automata, and tripwire alarms. Each device operates for no more than one hour, ceasing all function after it has been used. Light Step Sneaking does not cost additional movement for you. Night Eyes Your eyes have adapted to a nocturnal routine. You have darkvision to a range of 60 feet. Nooks & Crannies (requires small size or larger) Your garb features many folds and pockets where small objects can be concealed. Yet even when unclothed, you have advantage on all Sleight-of-Hand checks to thwart searches of your person for objects weighing no more than 1 pound. This limit increases to 2 pounds for rogues of medium size or larger. Quick Contortionist You have advantage on all ability checks to escape restraints or grapples. |
Quickdraw Practice When you make an initiative check you can add your proficiency bonus. When you make an attack, you can draw a weapon as part of that attack. Rules of the Street Your unarmed melee attacks are eligible for Sneak Attack damage as if they were performed with a finesse weapon. Like attacks with finesse weapons, the ability to add Sneak Attack damage is triggered by another factor such as advantage on that particular attack. Second Story Work You have advantage on ability checks related to climbing buildings, including the stone walls of many underground structures. While you are climbing, you also have advantage on saving throws to avoid forced movement other than teleportation. Sheep's Clothing If you are not visibly armed with anything other than light weapons and/or a quarterstaff, you can add your rogue level to your passive Deception for purposes of appearing to be a harmless civilian. Silent Triumph When you deal Sneak Attack damage, you gain temporary hit points equal to the number of dice rolled for your Sneak Attack feature. Slippery Style When you complete a long rest and use an entire flask of oil, you have advantage on all saving throws to resist being bound, grabbed, and/or hobbled as well as all ability checks to escape a grab, escape bindings, or squeeze through a tight space until the start of your next long rest. Smooth Deployment You can use your bonus action to take the Activate action. Sniper's Precision You can perform a Sneak Attack with a missile weapons or a thrown weapon even if it does not have the finesse property. Softshoe Shuffle If you are not wearing medium or heavy armor, you can adapt your footwear to dampen the sounds of your steps. You have advantage on all Stealth checks related to moving silently. Spatial Awareness You have blindsight to a range of 10 feet. Steal Steel When you deal Sneak Attack damage with a melee attack against an armed opponent, your target must make a Strength saving throw against a DC equal to half the total damage inflicted by that attack. Failure forces the victim to drop one item of your choice being wielded or held. Strong Tolerance You have advantage on all saving throws to resist becoming confused, narcotized, or poisoned. You also have advantage on ability checks to avoid the harmful effects of mind-altering substances. Subtle Tinkering You can use your bonus action to pick a lock or disarm a trap. The result of your thieves' tools check becomes the Perception DC of detecting your efforts. Tabletop Gambler In places where people play gambling games, you can busk with your proficiency in those games. Rather than +3, add +1d4 to the DC for each hour of additional busking. Thrill of the Chase You can use your bonus action to take the Dash action. Toxic Tactics Routine handling of poisons has heightened your tolerance to exposures. You have resistance to poison damage. You have advantage on all saving throws against poison damage True Yoink If you are holding a magic item attuned to another creature, you can use your bonus action to spoof that attunement. For 1 minute, you can use that item as if it were attuned to you. This does not count against your limit on attuned magic items. Wait for It If you use a readied action to perform a single attack when it is not your turn, you have advantage on that attack. |
Sorcerer Basics |
hit points for new characters: 8 + your Constitution bonus hit points for gained levels: 1d8 + your Constitution bonus Hit Dice: 1d8 per sorcerer level armor proficiencies: none weapon proficiencies: chakram, crop, cudgel, dagger, dirk, dart, greatclub, hammer, javelin, mace, morningstar, needle, razor, rock, quarterstaff, shuriken, sling, spear, trident, whip saving throw proficiencies: Charisma & Constitution core skill proficiencies: Arcana and Intimidation languages: none tool proficiencies: jewellers' tools supplemental skill proficiencies: You may replace redundant skills with Acrobatics, Athletics, Performance, Persuasion, Sleight-of-Hand, or Stealth. |
Sorcerer Progression | |||||||||||||||
Proficiency Level Bonus Features | Metamagic Stunts | Cantrips Known | Spell Slots 1st 2nd 3rd 4th 5th 6th 7th 8th 9th | ||||||||||||
1st | +2 | Amplify Magic, Spellcasting | – | 5 | 2 | – | – | – | – | – | – | – | – | ||
2nd | +2 | Arcane Recovery, Metamagic Stunts | 2 | 5 | 3 | – | – | – | – | – | – | – | – | ||
3rd | +2 | Power Inception | 2 | 5 | 4 | 2 | – | – | – | – | – | – | – | ||
4th | +2 | Feat | 3 | 6 | 4 | 3 | – | – | – | – | – | – | – | ||
5th | +3 | Energized Flesh | 3 | 6 | 4 | 3 | 2 | – | – | – | – | – | – | ||
6th | +3 | Power Inception Feature | 3 | 6 | 7 | 3 | 3 | – | – | – | – | – | – | ||
7th | +3 | — | 4 | 7 | 4 | 3 | 3 | 1 | – | – | – | – | – | ||
8th | +3 | Feat | 4 | 7 | 4 | 3 | 3 | 2 | – | – | – | – | – | ||
9th | +4 | Sorcerous Gambit | 4 | 7 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | ||
10th | +4 | Power Inception Feature | 5 | 8 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | ||
11th | +4 | — | 5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
12th | +4 | Feat | 5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
13th | +5 | — | 6 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
14th | +5 | Power Inception Feature | 6 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
15th | +5 | — | 6 | 10 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
16th | +5 | Feat | 7 | 10 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
17th | +6 | — | 7 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | Improved Sorcerous Gambit | 7 | 11 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | ||
19th | +6 | Feat | 8 | 12 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
20th | +6 | 8 | 12 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Playing a Sorcerer |
∨ hereditary or original power? Innate magic runs in some bloodlines. Unlike racial magic, hereditary sorcery is not so much a birthright as a trait that inconsistently emerges in descendants. Some families use these gifts to maintain an economic and/or political dynnasty. Others find such powers unreliable or even troublesome, with no familial tradition of sorcerous practice. ∨ hereditary or original power? Stuff ∨ hereditary or original power? Stuff ∨ hereditary or original power? Stuff ∨ hereditary or original power? Stuff |
Innate Magic Sorcerers are not the only people to draw spellcasting power from their own bodies. Fiends as well as most fey possess an Innate Spellcasting feature. Electrically empowered tritons are likewise endowed. Each of these races sees internal energies paired with traditional lore to facilitate an extremely basic and limited form of spellcasting. Sorcerers of all races also act as their own sources of energy, but with the potential to become several orders of magnitude more powerful. Sorcerers make especially formidable arcane duelists as they are naturally nimble at causing and manipulating magical effects. |
Power Inception Bonus Spells | |||||
Level | Mesmeric Mentalist | Nebulous Torrent | Noble Cinder | Wildtouched Mutant | Wyrmblooded |
1st | Charm Person | Fog Cloud | Burning Hands | Jump | Color Spray |
2nd | Detect Thoughts | Gust of Wind | Flaming Sphere | Alter Self | Shatter |
3rd | Hypnotic Pattern | Gaseous Form | Firecage | Haste | Fear |
4th | Arcane Eye | Ice Storm | Wall of Fire | Stoneskin | Polymorph |
5th | Telepathic Bond | Telekinesis | Wall of Stone | Hold Monster | Legend Lore |
6th | Magic Jar | Wind Walk | Move Earth | Flesh to Stone | True Seeing |
7th | Project Image | Etherealness | Fire Storm | Arcane Sword | Prismatic Spray |
8th | Mind Blank | Control Weather | Incendiary Cloud | Clone | Power Word Stop |
9th | Astral Projection | Storm of Vengeance | Meteor Swarm | Time Stop | True Polymorph |
Weaving Spells Typically invisible and immaterial, a myriad of potential magical energies can be reached from any given point in space. While elementary cantrips are often powered entirely by a single resource; more ambitious spellcasting requires personal thoughts directing some blend of cosmic, draconic, fey, holy, life, thought, and/or unholy phenomena. Each in their own way, sorcerers and wizards adeptly exploit all manner of spellcasting resources. While wizards devote their lives to methodical study guided by sagacious ideas, sorcerers independently explore and expand the limits of their own powers. In this way many sorcerers learn to weave effects their counterparts in wizardry consider theoretically impossible. |
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Abridged Formula You can use your bonus action to cast a spell that has a casting time of 1 action. Once you have used this ability, you cannot use it again before the end of your next turn. Arcane Echo When you cast a spell that targets a single creature, you can use your reaction to also target a second creature within the range of that spell. Once you have used this ability, you cannot use it again before the end of your next turn. Ancestral Blessings If you roll a 1 on a saving throw, you can reroll the die and must use the new result. Brilliant Outburst You can add your proficiency bonus to the radiant damage each target takes from any spell you cast. You know the Sunbolt cantrip, and it does not count against your total number of known cantrips. Casting Kata When you make a melee spell attack you can add your Dexterity modifier to the attack roll. Cerebral Emanations You can use your bonus action to begin concentrating on patterns of psychic interference. Every creature within a number of feet equal to your sorcerer level plus your Charisma bonus has advantage on Wisdom saving throws while you maintain that concentration. Comforting Emanations You can use your bonus action to begin concentrating on patterns of emotional support. Every creature within a number of feet equal to your sorcerer level plus your Charisma bonus has resistance to psychic damage while you maintain that concentration. Cosmic Awareness You have blindsight to a range of 20 feet. Cosmic Shortcuts When you teleport, voluntarily or otherwise, before the end of your next turn you can use your bonus action to teleport up to a number of feet up to triple your sorcerer level. If you use this ability, you cannot use it again before the end of your next turn. Density Depletion When you fall, you can cast the Feather Fall spell as a reaction, even if you cannot otherwise cast that spell. Density Amplification You can use your bonus action to begin concentrating on empowering your unarmed and natural weapon attacks. While you maintain that concentration, your unarmed attacks and natural weapon attacks inflict 1d6 additional damage. Disk Driver You know the Floating Disk spell, and it does not count against your total number of known spells. When you cast the Floating Disk spell, you can use your reaction to regain the spell slot used to cast that spell. Disrupt Life You can add your proficiency bonus to the necrotic damage each target takes from any spell you cast. You know the Grievous Grasp cantrip, and it does not count against your total number of known cantrips. Durable Weave When you cast a spell with a fixed duration, you can use your reaction to double that duration. Ember Kata You know the Firebolt cantrip, and it does not count against your total number of known cantrips. If you inflict damage with the Firebolt cantrip you can use your bonus action to cast Firebolt again before the end of your turn. Energy Sheath (requires 5th level sorcerer) When your Energized Flesh provides resistance to fire, force, frost, lightning, thunder, psychic, necrotic, or radiant damage and you take damage from a melee attack; you can use your reaction to unleash a flare of energy. Your attacker must attempt a Dexterity saving throw, taking 3d6 damage of the type associated with your Energized Flesh on failure or half that damage with success. Fashionable Empowerment You can attune to as many as five magic items at the same time. Focused Projection When you cast a spell, you can use your reaction to double the range of that spell. Follow Through When you consume a spell slot during a Power Struggle spell, that spell slot counts as one level higher. Frigid Bearing You can add your proficiency bonus to the frost damage each target takes from any spell you cast. You know the Produce Ice cantrip, and it does not count against your total number of known cantrips. Geomantic Appraisal You know the Identify spell, and it does not count against your total number of known spells. When you are holding a crystal worth at least 1,000gp, you can cast the Identify spell without using a spell slot or any material components. Girded Weave When a spell you have cast is the target of the Counterspell spell, the Dispel Magic spell, the Power Struggle spell, or the Unravel Effect spell; you can add your Wisdom bonus to the DC the other spellcaster must overcome. Glacial Torrent You know the Winter Wind spell, and it does not count against your total number of known spells. When you cast the Winter Wind spell using a 1st level slot, you can use your reaction to regain that spell slot. Guided Aftertouch When you make a ranged spell attack you can add your Dexterity modifier to the attack roll. |
Impact Amplification You can use your bonus action to begin concentrating on empowering your unarmed and natural weapon attacks. While you maintain that concentration, your unarmed attacks and natural weapon attacks also inflict 1d6 force damage. Incendiary Torrent You know the Burning Hands spell, and it does not count against your total number of known spells. When you cast the Burning Hands spell using a 1st level slot, you can use your reaction to regain that spell slot. Inner Fire You can add your proficiency bonus to the fire damage each target takes from any spell you cast. You know the Produce Flame cantrip, and it does not count against your total number of known cantrips. Inner Spark You can add your proficiency bonus to the lightning damage each target takes from any spell you cast. You know the Produce Arcs cantrip, and it does not count against your total number of known cantrips. Intellect Surge When you cast the Mental Brawl spell or the Telepathic Joust spell, you can use your reaction to add your Intelligence modifier to your spellcasting DC for purposes of that spell. Power Projection When you cast a spell with an area of effect, you can use your reaction to add 10' to its radius, 15' to the size of its cone/cube, or 20' to the length of its line. If you do so, the DC of saving throws against that spell increases by 2. Prismatic Torrent You know the Color Spray spell, and it does not count against your total number of known spells. When you cast the Collor Spray spell using a 1st level slot, you can use your reaction to regain that spell slot. Psychic Spellweaving When you cast a spell, you can use your reaction to omit the verbal and somatic components. This might allow you to cast the spell successfully despite being bound, muzzled, paralyzed, silenced, and/or holding an object in each hand. Once you have used this ability, you cannot use it again before the end of your next turn. Raw Power You can add your proficiency bonus to the force damage each target takes from any spell you cast. You know the Cosmic Veil cantrip, and it does not count against your total number of known cantrips. Rugged Quintessence When you make a saving throw against a spell or magical effect, you can add your Constitution modifier to that saving throw. Savage Violation You can add your proficiency bonus to the psychic damage each target takes from any spell you cast. You know the Mindbolt cantrip, and it does not count against your total number of known cantrips. Seismic Torrent You know the Thunderwave spell, and it does not count against your total number of known spells. When you cast the Thunderwave spell using a 1st level slot, you can use your reaction to regain that spell slot. Sonic Strikes You can use your bonus action to begin concentrating on empowering your unarmed and natural weapon attacks. While you maintain that concentration, your unarmed attacks and natural weapon attacks also inflict 1d6 thunder damage. Sculpted Effect When you cast a spell with an area of effect, you can choose a number of creatures up to your Charisma modifier to automatically succeed on all saving throws required by that spell. Subtle Sorcery When you cast a spell, you can attempt a Sleight-of-Hand check modified by Dexterity to establish the passive Perception required to notice your effort in progress. Surging Flare When you inflict damage with a spell, you can use your reaction to reroll a number of damage dice up to your proficiency bonus. Temporary Talons As a bonus action you can convert one or both of your hands into melee weapons that deal 1d8 slashing damage. You can restore a free hand at any time, as if dropping a weapon. Quicksilver Currents You can add your sorcerer level to your speed. When you make an initiative check you can add your Charisma bonus. Twisted Weave When you cast a spell, you can use your reaction to double both your Charisma modifier and your proficiency bonus when determining your spellcasting DC for purposes of identifying that spell. Wielding Kata For purposes of utilizing a crystal, orb, staff, rod, or wand; you can perform the Activate action as a bonus action. Vicious Glare When you cast a spell, you can use your reaction to cause one target of that spell to have disadvantage on saving throws against this particular casting of this spell. |
Warlock Basics |
hit points for new characters: 8 + your Constitution bonus hit points for gained levels: 1d8 + your Constitution bonus Hit Dice: 1d8 per warlock level armor proficiencies: light weapon proficiencies: all basic weapons, arbalest, hand crossbow, net, trident, whip saving throw proficiencies: Charisma & Wisdom core skill proficiencies: Arcana and Deception languages: none tool proficiencies: brewers' supplies supplemental skill proficiencies: You may replace redundant skills with History, Investigation, Nature, Performance, Persuasion, or Stealth. |
Warlock Progression | |||||||||||||||
Proficiency Level Bonus Features | Pact Invocations | Cantrips Known | Spell Slots 1st 2nd 3rd 4th 5th 6th 7th 8th 9th | ||||||||||||
1st | +2 | Occult Lore, Spellcasting | – | 3 | 2 | – | – | – | – | – | – | – | – | ||
2nd | +2 | Familiar Spirit, Pact Invocations | 2 | 3 | 3 | – | – | – | – | – | – | – | – | ||
3rd | +2 | Unholy Patron | 2 | 4 | 4 | 2 | – | – | – | – | – | – | – | ||
4th | +2 | Feat | 2 | 4 | 4 | 3 | – | – | – | – | – | – | – | ||
5th | +3 | False Arcana | 3 | 4 | 4 | 3 | 2 | – | – | – | – | – | – | ||
6th | +3 | Unholy Patron Feature | 3 | 4 | 4 | 3 | 3 | – | – | – | – | – | – | ||
7th | +3 | — | 3 | 5 | 4 | 3 | 3 | 1 | – | – | – | – | – | ||
8th | +3 | Feat | 4 | 5 | 4 | 3 | 3 | 2 | – | – | – | – | – | ||
9th | +4 | Occult Secret | 4 | 5 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | ||
10th | +4 | Unholy Patron Feature | 4 | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | ||
11th | +4 | — | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
12th | +4 | Feat | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
13th | +5 | — | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
14th | +5 | Unholy Patron Feature | 6 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
15th | +5 | — | 6 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
16th | +5 | Feat | 6 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
17th | +6 | — | 7 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | Greater Occult Secret | 7 | 8 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | ||
19th | +6 | Feat | 7 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
20th | +6 | 8 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Unholy Covens Witches and warlocks often live in societies openly hostile to the practice of pact magic. In extreme cases, well-funded witch hunters are constantly investigating to enforce laws against such spellcasting. Even where contractual magic is accepted by the public, warlocks rarely socialize outside small secretive circles known as covens. Though some of these groups promote the value of absolute equality, they also typically feature stricts oaths of secrecy as well as pledges to a specific patron entity. Covens can be quick to hunt and eliminate any traitors. To do otherwise could expose the activities and identities of the entire group. Despite their ruthless codes of silence, covens also tend to be free-spirited associations. Senior members will be keen to share arcane secrets with new recruits. Though many covens acknowledge an individual leader, they often reserve titles and other formality for rituals. In social contexts, mutual affection and friendship are encouraged. Rarely welcome among or supported by highly religious communities, warlocks naturally look to their peers for assistance in times of need. Long-established covens are often extremely cohesive because they have already endured so many struggles and losses. These groups tend to keep small even where authorities license and subsidize occult studies. Many covens deliberately maintain a membership of 13, hoping to avoid even the appearance of threatening authorities. Though groups as small as 4 can collectively practice illuminating rites, patrons generally encourage expansion among their covens. Consumed by ambition, every variety of warlock has grown covens until extremely powerful authorities regarded the group as a menace to civilization itself. The line between a gathering of subversive spellcasters and an apocalyptic cult can be crossed unwittingly. Campaigns to eliminate large covens inevitably spawn many tragedies. Yet it could be that the world would suffer even more if any of them were to complete the full agenda of an unholy patron. |
Pact Guidance Clerics strive to embody the ideals of their divine patrons, druids strive to promote thriving natural ecologies, sorcerers strive to control intense internal energies, and wizards strive to comprehend universal magical theories. All four tend to see warlocks as taking the "easy path" because their grasp of arcane power is informed by collaborations that only require perfunctory ritual support. Though warlocks are not obliged to share or even comprehend the moralities of their magical patrons, they are exposed to entities and influences most spellcasters would reflexively avoid. Even the gentlest pact patrons inspire dreams and visions of profoundly disturbing apocalyptic scenarios. |
WARLOCK FAMILIARS | |||
d100 | Familiar | d100 | Familiar |
1 | atomie | 61-65 | hare/rabbit |
2-6 | bat | 66 | imp |
7-11 | beetle | 67 | jaculus |
12-18 | cat | 68-70 | lizard |
19-22 | chameleon | 71-74 | mouse/rat |
23-26 | crab | 75-77 | newt |
27-31 | crow/raven | 78-80 | octopus/squid |
32-36 | dove/pigeon | 81 | ooze |
37-41 | falcon/hawk | 82-84 | owl |
42-45 | ferret/weasel | 85-87 | parrot |
46-48 | fish | 88-91 | serpent |
49-53 | fox | 92-94 | scorpion |
52-56 | frog/toad | 94-96 | spider |
57-59 | goose/duck | 97-99 | turtle |
60 | gremlin | 100 | wisp |
Unholy Perquisites Sealing an occult pact normally conveys at least one proficiency along with enhanced spellcasting abilities. This is merely the beginning of what can be accomplished when conspiring with an unholy entity. Sufficiently aggressive warlocks sometimes discover their rivals in art or business are abruptly unable to continue their own careers. Witch hunters and their most prominent aristocratic supporters are always fair game in the eyes of spellcasters practicing contractual magic. Even when a warlock does not call down misfortune upon professional or personal rivals, pact patrons and their intermediaries may show initiative along those lines. |
“Look closely at every mystery to cross your path. Magical secrets can be found in the least likely places.” — Natalie Klepper, Pupil of Abraxas |
Cult Activity Warlocks and witches rarely let groups of their own kind grow well beyond a dozen members. Larger affiilations undermine the secretive nature of their gatherings. That secrecy minimizes hostility from mainstream regimes and religions. Yet large cults exist. Typically these organizations grow rapidly until defeated in violent conflict with a faith or government. Teams of specialists continue hunting remnants of those potentially apocalyptic cults. Persistent cults are comparatively rare. Such stable groups often have an academic inclination and maintain clinical detachment throughout their studies. Unholy secret societies sometimes bring magic to outcasts by affiliating with a criminal subculture or a political minority. Whether the product of direct inspiration, a single mentor, a small coven, or a great unholy assembly; each warlock tends to have general knowledge of unholy traditions and historic cult activity. |
Unholy Patron Bonus Spells | |||||
Level | Demonic Consort | Diabolic Servitor | Leyforce Custodian | Moongazer | Pupil of Abraxas |
1st | Charm Person | Burning Hands | Floating Disk | Sleep | Unseen Servant |
2nd | Enthrall | Flaming Sphere | Levitate | Moonbeam | Locate Object |
3rd | Nondetection | Fireball | Fly | Bestow Curse | Clairvoyance |
4th | Compulsion | Wall of Fire | Resilient Sphere | Polymorph | Phantasmal Killer |
5th | Geas | Flame Strike | Wall of Force | Dream | Contact Other Plane |
6th | Magic Jar | Disintegrate | Globe of Invuln. | Eyebite | True Seeing |
7th | Project Image | Fire Storm | Forcecage | Regenerate | Symbol |
8th | Antipathy/Sympathy | Incendiary Cloud | Antimagic Field | Animal Shapes | Feeblemind |
9th | Gate | Gate | Imprisonment | Shapechange | Weird |
Patron Demons Demons are by nature cruel and destructive. Yet any powerful enough to support unholy pacts or otherwise act as major benefactors to a party of adventurers are also sure to be highly intelligent. This intelligence often pairs with exceptional charisma. Demons seeking service from or alliance with mortals can be can be downright delightful company. Many are enthusiastic and knowledgeable about the art and music. They never seem to run short on fine drinks and powerful narcotics. Actual encounters with demons often take place at crowded social events where religious authorities are unlikely to muster a swift response. Demons often arrive and depart by teleportation. They rarely schedule future meetings. Abruptness is one of their many unpredictable qualities. Any arcane teachings bound up in some great conspiracy are likely to be paired with other techniques passed along for purely whimsical reasons. Demons have been at the heart of the downfall of many legendary institutions. They also tend to encourage hostility toward rigid authority figures and abrasively moralizing bystanders. Maintaining a strong relationship with a demon sometimes requires vile acts, but these are exceptions to the rule of a fun if not also festive tone. Seekers of a demonic acquaintance often begin by frequenting social gatherings where other taboos are openly violated amidst enthusiastic debauchery. |
Patron Devils Devils hail from heavily organized realms. Yet their organizations remain locked in perpetual struggle with one another. There are dozens of diabolic leaders known to have sustained unholy pacts with mortals. With titles like "Duke," "General," or "Minister;" they preside over hellish hierarchies with layer upon layer of subordinates. Most diabolic pacts are initially confirmed by a lesser devil of no consequence – perhaps even a mere imp. These beings are representatives of the true patron. Direct communications remains impossible for all but the most powerful warlocks and legendary allies. Other collaborators must work their way up through a hierarchy of contacts all loyal to that particular patron. Devils often pursue grand plans, with schemes unfolding across multiple human generations. They make no secret of their wicked aims. Their earthly representatives are often repulsive and always inflexible in matters of arcane tutelage. Stern and demanding, they regard even the most powerful mortals as tools to be exploited as well as discarded at their own convenience. Yet devils excel at raising up resistance movements to religions with their own protocols of corruption and empowerment. Any major city with zealous holy enforcers probably also sees a proliferation of nearby camps where warlocks and outlaws conspire to shelter and train anyone openly hostile to the local cultural mainstream. |
Pact Obligations In practical terms, maintaining an unholy pact only requires occult study and ritual activity in amounts comparable to the habits clerics, druids, sorcerers, and wizards maintain in service to their own Spellcasting features. Flashes of unholy inspiration in dreams supplement whatever lessons individuals can derive from cryptic coincidences and occult literature. On the rarest occasions, a resting warlock or witch might even be visited by an otherwordly entity with lore and power to bestow. These pursuits alone are sufficient to energize warlock spells and Pact Invocations. Both patrons and other practitioners may assert social pressure to participate in unholy conspiracies, but this form of participation is not required of pact partners. Embracing these supplemental goals usually comes with a mix of risks and rewards. The strongest covens provide each of their members with a dozen loyal allies. Aspiring occultists sometimes serve as willing minions to spellcasters with proven unholy power. Unholy lore sometimes contains secrets that point the way toward ancient treasures. Yet actually supporting any such cause invites the wrath of witch hunters. Even where the activities of proper covens are legal, they can attract the attention of powerful persecutors from distant lands. Occult conspiracies that become widespread public knowledge routinely encounter extreme hostility from holy crusaders. Even active service to the Archfey is an abomination in the eyes of some religious authorities. Whereas the players of clerics and paladins should work with their DMs to align the behaviors of their characters with the expectations of their patron deities, this sort of thing is entirely optional with unholy patrons. Warlocks and witches associated with each of the five categories of Unholy Patrons adhere to the full spectrum of character alignments. Contrasts in this area can lead to tensions or even expressions of open contempt from those patrons. Yet warlock abilities should continue to function normally. Those arcane practices are themselves of great value to the higher powers promoting them. Additional service should take the form of opportunities rather than obligations. |
Ley Lines As the Archfey empowered themselves, they sacrificed many thousands of dragons in rituals designed to create storehouses of arcane energy. Accumulations proved unstable as static pools of great power, but as flows in constant circulation they were theoretically limitless in capacity. Ivaldi, now King of the Dark Fey, devised a network of conduits to conserve and convey all this energy. Aside from promoting the formation of Standing Stones at major intersections of these Ley Lines, the power of the network is effectively self-contained by being kept in motion at extreme velocities. Some sages contend that these energies circle the planet several times per minute. That might explain how they facilitate instantaneous transcontinental and intercontinental travels in normal long range teleportation techniques. These theories are supported by the fact that the most accomplished Leyforce Custodians are even more skilled at travel by way of the Teleportation Circle spell than druids from the Circle of the Stones. Yet their efforts support much more than a globetrotting lifestyle. Ever since its inception, this network of Ley Lines appears to have harbored a mind of its own. Building on the arcane efforts of previous eras, Leyforce Custodians work to enhance the interface between fey power and mortal spellasters. Though all these warlocks answer to a single patron, that entity only communicates in brief coded messages. Insofar as it has any personality, the network features similarities to an arcane construct. It rarely makes demands beyond technical correctness in the ritual activities constituting routine network maintenance. |
Patron Archfey Among the Archfey, both light fey and dark fey welcome pacts with warlocks willing to perform for the remote viewing pleasure of their patrons. Each faction functions as an extended family with hundreds of actual entities taking on aristocratic titles subordinate to King Oberon and Queen Titania or King Ivaldi and Queen Mab. These Archfey houses are shrouded in both chaos and secrecy, with the Archfey themselves unable to venture beyond their prison in the Moon. Further confusion arises from the many aliases and pretenses of the Archfey. To these immortals, maintaining a ruse for decades or centuries is just another form of amusement. From mysterious beasts providing wordless guidance to whimsical atomies always ready with incisive quips, the proxies of these patrons typically take forms easily dismissed as entities of no great consquence. Even so, they can bestow downright deadly capabilities. Moongazers have wreaked more than enough public havoc that the case for their persecution is not entirely without basis. Yet above all what pleases an Archfey patron is entertainment value. Their pact partners are encouraged at every turn to make their lives more interesting as spectacles for unearthly audiences. |
Patron Primordials The Great Old Ones predate the existence of any member of the Fivesquare Pantheon. Even so, the gods find these particular primordial entities to be especially disturbing. This is not so for all of the most ancient beings in the multiverse. Some gave birth to deities. Some have always been trusted and respected as the purest embodiments of fundamental forces. Yet the Great Old Ones lack this cosmic esteem. Their true natures and agendas are mysterious even in the eyes of divinely sagacious beings like Odin and Shang-Ti. Their pact partners are no more enlightened than those deities. Even the most skilled linguists tend to see the verbal arcana of the Great Old Ones as unrelated to any clear meanings. Analysts of that arcana sometimes form theories about its internal consistencies, but these theories are never widely published. Contradictory evidence always seems to emerge soon after any such theory gains traction among academics. Likewise, efforts to study the geometry of unholy channels linked to the Great Old Ones are inconclusive, as resources arrive in myriad patterns with no consistent angular preference. Even their institutions reveal little, favoring downright alien architectural styles and bizarre internal hierarchies. Many mortal authorities are hostile to the Great Old Ones because they are seen as a source of wasteful corruption. Their influence has driven many great scholars to pursue esoteric studies of no apparent value. Entire villages have been lost to collective obsessions with crafting edifices dedicated to the Great Old Ones. Visions of remote realities and impossible abominations haunt their pact partners in restful moments. Sanity itself seems to erode from contact with the Great Old Ones. The warlocks they empower always seem to pair a profound sense of purpose with a complete inability to articulate that purpose in ways that make sense to persons outside their cult or coven. |
“It is noble to explore the most remote reaches of the existence. Yet it takes a certain kind of crazy to enter the astral expanse.” —Septimus Loricus, Truscan Archmage |
Hollow Worship Pact magic bears strong similarities to spiritual magic. Burning material sacrifices, showing respect for symbols, speaking to entities not physically present – it might seem like witches and warlocks worship their unholy benefactors. Yet this is almost never the case. The requirements of pact patrons are satisfied through proper technique during occult rites, not any underlying sentiment. Rather than demand like-mindedness from all channeling partners, providers of unholy power merely exert subtle influences. Anything more would reduce the popularity of techniques that are already difficult to promote. |
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Agonizing Blast (requires Eldritch Spear) When you inflict damage with Eldritch Blast, you can add your Charisma modifier to that damage. Arcane Tether When you complete a long rest, select one item you can wield. When you have at least one empty hand on your turn, as a bonus action you can summon this item into that hand from anywhere on the same plane of existence. When you drop this item, you can use your reaction to return the item to your hand(s). Affixing an Arcane Tether to a different item ends this effect for the previous target. Armor of Shadows You know the Mage Armor spell, it does not count against your total number of known spells, and you can cast it on yourself without using a spell slot. Ascendant Step (requires 3rd level warlock) You know the Levitate spell, it does not count against your total number of known spells, and you can cast it on yourself without using a spell slot. Beast Speech You can understand and verbally communicate with all creatures of the beast type. Bewitching Whispers (requires 7th level warlock) You know the Compulsion spell, and it does not count against your total number of known spells. When you cast the Compulsion spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Beyond Comprehension (requires Mindbolt) When you inflict damage with Mindbolt, you can add your Charisma modifier to that damage. Binding Sigil (requires 9th level warlock) You know the Hold Monster spell, and it does not count against your total number of known spells. When you cast the Hold Monster spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Blighted Blade When you hit a creature with a melee weapon attack, that creature also takes 1d12 poison damage. Cauldron of Clarity (requires 9th level warlock) You know the Scrying spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Cosmic Tether (requires Arcane Tether) When you inflict damage with a thrown weapon attack and your Arcane Tether is affixed to that weapon, you can use your reaction to force that target to make an Intelligence saving throw against your Spellcasting DC or take force damage equal to the damage dealt by that thrown weapon attack. Decomposing Cauldron When you cast a spell that inflicts necrotic damage, you can add your proficiency bonus to the damage inflicted on every target. When you cast a spell that inflicts the befouled condition, the DC of saving throws against that spell is increased by 2. Devil's Dog (requires 7th level warlock) You know the Faithful Hound spell and it does not count against your total number of known spells. When you lose more than double your character level in hit points from a single attack or spell, you can cast Faithful Hound as a reaction without using a spell slot. Yet you must use a spell slot to cast Faithful Hound in the normal way. Devil's Sight You have hellsight to a range of 120 feet. Distilling Cauldron When you cast a spell that inflicts acid damage or poison damage, you can add your proficiency bonus to the damage inflicted on every target. Double Secret Execration (requires 9th level warlock) You can choose a second spell for your Occult Secret feature, and it does not count against your total number of known spells. When you complete a long rest, you can choose either of these spells to be your Occult Secret for the day. The other spell is a reserve secret, unavailable for casting until swapped with the other Occult Secret spell at the end of a long rest. Dreadful Word (requires 7th level warlock) You know the Confusion spell, and it does not count against your total number of known spells. When you cast the Confusion spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Eldritch Sight You know the Detect Magic spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Eldritch Spear (requires Eldritch Blast) When you cast Eldritch Blast, its range is 300 feet. Eyes of the Rune Keeper You can read all writing. Fiendish Vigor You know the False Life spell, it does not count against your total number of known spells, and you can cast it on yourself without using a spell slot. Faces of Death (requires 3rd level warlock) You know the Unearthly Visage spell, it does not count against your total number of known spells, and you can cast it on yourself without using a spell slot. Gripping Voice (requires 3rd level warlock) You know the Hold Person spell, and it does not count against your total number of known spells. When you cast the Hold Person spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Guided Weapon (requires Phantom Weapon) If you are wielding a Phantom Weapon with the thrown property, you can use it to complete one thrown weapon attack. Long range does not cause this attack to be made with disadvantage. The Phantom Weapon does not vanish until after this thrown weapon attack is resolved. Inner Whispers (requires 3rd level warlock) You know the Detect Thoughts spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Invisible Weapon (requires Phantom Weapon) After wielding a new Phantom Weapon, you have advantage on the first attack you make with it before the end of your next turn. Lifedrinker When you hit a creature with a melee weapon attack or an unarmed attack, that creature also takes necrotic damage equal to your Charisma modifier and you gain an equal number of temporary hit points. Light as a Feather You know the Feather Fall spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Mask of Many Faces You know the Disguise Self spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Minions of Gehenna (requires 9th level warlock) You know the Conjure Minor Elemental spell, and it does not count against your total number of known spells. When you cast the Conjure Minor Elemental spell, if you end this spell before the conjured elemental drops to 0 hit points or you lose concentration, you regain the spell slot used in its casting. Minions of Pandæmonium (requires Minions of Gehenna) You know the Conjure Elemental spell, and it does not count against your total number of known spells. When you cast the Conjure Elemental spell, if you end this spell before the conjured elemental drops to 0 hit points or you lose concentration, you regain the spell slot used in its casting. |
Mire the Mind (requires 5th level warlock) You know the Slow spell, and it does not count against your total number of known spells. When you cast the Slow spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Misty Visions You know the Silent Image spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Murky Ground (requires 7th level warlock) You know the Quagmire spell, and it does not count against your total number of known spells. When you cast the Quagmire spell, if you end the effect before any target makes a successful saving throw, you regain the spell slot used in its casting. Myriad Forms (requires 7th level warlock) You know the Alter Self spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Mysterious Muttering When you cast a spell, you can attempt a Sleight-of-Hand check modified by Dexterity to establish the passive Perception required to notice your effort in progress. Nightmare Unleashed (requires Mindbolt) When you inflict damage with Mindbolt, that target must make a Wisdom saving throw against your Spellcasting DC or become frightened until the start of your next turn. Occult Precautions (requires 5th level warlock) You know the Magic Circle spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Occulus of the Final Seal (requires 7th level warlock) You know the Arcane Eye spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. One with Shadows You can attempt to hide even if you are visible in dim light, but not while visible in bright light. Otherworldly Leap You know the Jump spell, it does not count against your total number of known spells, and you can cast it on yourself without using a spell slot. Phantom Weapon When you have at least one empty hand on your turn, as a bonus action you can conjure a ghostly duplicate of any non-magical melee weapon. You wield this weapon as if you were proficient with it. It inflicts magical damage of the type(s) it otherwise would. Your Phantom Weapon promptly vanishes when dropped, stowed, or thrown. Phasing Out (requires 5th level warlock) You know the Gaseous Form spell and it does not count against your total number of known spells. When you are hit with a melee attack, you can use your reaction to cast Gaseous Form without using a spell slot, possibly gaining immunity or resistance to the damage from that attack. You must use a spell slot to cast Gaseous Form in the normal way. Primordial Glimpse (requires Mindbolt) When you inflict damage with Mindbolt, your target must make an Intelligence saving throw against your Spellcasting DC or suffer disadvantage on the next attack made before the start of your next turn. Reek of Death (requires 5th level warlock) You know the Stinking Cloud spell, and it does not count against your total number of known spells. If you designate the corpse of a creature deceased no more than five days earlier as the center of this effect, you can cast the Stinking Cloud spell without using a spell slot. Reeling Tether (requires Arcane Tether) When you damage a creature of Large size or smaller with a thrown weapon attack and your Arcane Tether is affixed to that weapon, you can use your reaction action to force that target to make a Constitution saving throw against your Spellcasting DC or be pulled to a position up to 15 feet closer to you and knocked prone. Repelling Blast (requires Eldritch Spear) When you inflict damage with Eldritch Blast on a target of large or smaller size, you can push that target to a position up to 10 feet more distant from your position. Ride the Sky (requires Ascendant Step) You know the Fly spell, it does not count against your total number of known spells, and you can cast it on yourself without using a spell slot. Sculptor of Flesh (requires 7th level warlock) You know the Polymorph spell, and it does not count against your total number of known spells. When you cast the Polymorph spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Secret Incarnate You cannot be the target of divinition magic, including many forms of alarms or scrying. Your alignment and creature type(s) are always inscrutible. Sign of Ill Omen (requires 5th level warlock) You know the Bestow Curse spell, and it does not count against your total number of known spells. When you cast the Bestow Curse spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Startling Surge For purposes of utilizing a crystal, an orb, a staff, a totem, or a wand; you can perform the Activate action as a bonus action. Sudden Snake (requires 7th level warlock) You know the Slithering Serpent spell, and it does not count against your total number of known spells and you can cast it without using a spell slot. When you cast the Slithering Serpent spell, if you end its effect before you lose concentration or the beast drops to 0 hit points, you regain the spell slot used in its casting. Tendrils of Tartarus (requires 7th level warlock) You know the Black Tentacles spell, and it does not count against your total number of known spells and you can cast it without using a spell slot. When you cast the Black Tentacles spell, if you end its effect before you lose concentration, you regain the spell slot used in its casting. Thief of Five Fates You know the Bane spell, and it does not count against your total number of known spells. When you cast the Bane spell, if every target attempts and fails a saving throw, you regain the spell slot used to cast that spell. Thirsting Blade When you inflict damage with a melee weapon attack, you can make one more attack with that weapon. Once you have done this, you cannot use Thirsting Blade again until the start of your next turn. Unholy Fury When you make a weapon attack or an unarmed attack, you can use your Charisma modifier in place of your Strength modifier. Voices of the Ancients You are proficient in the Persuasion skill and the Intimidation skill. You know Abyssal, Deep Speech, and Infernal. Whispers of the Grave (requires 5th level warlock) You know the Speak with Dead spell, it does not count against your total number of known spells, and you can cast it without using a spell slot. Witch Sight (requires Devil's Sight) You have truesight to a range of 30 feet. |
Wizard Basics |
hit points for new characters: 6 + your Constitution bonus hit points for gained levels: 1d6 + your Constitution bonus Hit Dice: 1d6 per wizard level armor proficiencies: none weapon proficiencies: crop, cudgel, dagger, dart, dirk, greatclub, needle, razor, rock, quarterstaff, sickle, sling saving throw proficiencies: Intelligence & Wisdom core skill proficiencies: Arcana and History languages: none tool proficiencies: calligraphers' tools supplemental skill proficiencies: You may replace redundant skills with Insight, Investigation, Nature, Perception, Religion, or Sleight-of-Hand. |
Wizard Progression | |||||||||||||||
Proficiency Level Bonus Features | Inked Illuminations | Cantrips Known | Spell Slots 1st 2nd 3rd 4th 5th 6th 7th 8th 9th | ||||||||||||
1st | +2 | Spellcasting, Transcribe Spell | – | 3 | 2 | – | – | – | – | – | – | – | – | ||
2nd | +2 | Arcane Recovery, Inked Illuminations | 1 | 3 | 3 | – | – | – | – | – | – | – | – | ||
3rd | +2 | School of Magic | 1 | 4 | 4 | 2 | – | – | – | – | – | – | – | ||
4th | +2 | Feat | 1 | 4 | 4 | 3 | – | – | – | – | – | – | – | ||
5th | +3 | Arcane Expertise | 2 | 4 | 4 | 3 | 2 | – | – | – | – | – | – | ||
6th | +3 | School of Magic Feature | 2 | 4 | 4 | 3 | 3 | – | – | – | – | – | – | ||
7th | +3 | — | 2 | 5 | 4 | 3 | 3 | 1 | – | – | – | – | – | ||
8th | +3 | Feat | 2 | 5 | 4 | 3 | 3 | 2 | – | – | – | – | – | ||
9th | +4 | Signature Spell | 3 | 5 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | ||
10th | +4 | School of Magic Feature | 3 | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | ||
11th | +4 | — | 3 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
12th | +4 | Feat | 3 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | ||
13th | +5 | — | 4 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
14th | +5 | School of Magic Feature | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | ||
15th | +5 | — | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
16th | +5 | Feat | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | ||
17th | +6 | — | 5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | Greater Signature Spell | 5 | 8 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | ||
19th | +6 | Feat | 5 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
20th | +6 | 5 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Magical Formulae Outsiders sometimes view the practice of magic as a simple matter of providing the right gestures, items, and/or words to fuel the effect thus produced. This is never the case. Spell components serve as guides and triggers driving interactions between unseen forces and visible realities to produce magical results. The real power of magic stems from phenomena that constantly surround most people without being perceived in any way. A better understanding of magical formulae is that they are directions for practitioners intent on choreographing magical energy to achieve specific results. Many magical formulae are cryptic suggestions rather than explicit recipes. All spell scrolls pair their directions with infusions of energy enough to actuate the spell they will enable. The underlying workings of a spell require more thoughtful study than immediate recitation. Wizards alone have the rarified training required to appreciate the underlying interactions that result from the expenditure of a spell scroll. Thus wizards alone can trascribe the contents of a spell scroll into spellbook entries detailed enough to inform future Spellcasting efforts. |
Spellbooks Wizards reign supreme in the realm of assimilating new magical knowledge. Scrolls and spellbooks can be especially valuable to them. Even with such a resource, their methods require documented experimentation spanning two hours per spell level while consuming A single minute of study per spell level can be sufficient for a wizard to recall the inner workings a well-documented spell. Once added to a spellbook, copying a known spell is a straightforward process. Nonetheless, much labor is required to produce pages full of detail yet free from error. Each copy requires one hour of work and |
“Magic is not about saying words and waving fingers. It is about asserting imperatives.” — Olyssèus Baros, minotaur spellbinder |
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Alchemical Tables You can add your proficiency bonus to the acid or poison damage each target takes from any spell you cast. You have advantage on saving throws against the poisoned condition. Assembly Plans You can add your Intelligence modifier to any ability check related to tinkering. The DC of saving throws against your spells is increased by 2 for creatures of the construct type. Astrological Charts When you roll a 1 on a saving throw, you can reroll the die and must use the new roll. Add 2 to the DC of efforts to counter any spells you cast. Bonded Clasps When closed, your spellbooks can only be opened by a specific gesture or word that you can change at any time. Your Perception and passive Perception are increased by 5 for purposes of noticing any kind of theft in progress. Chromatic Paints When you cast a spell from the school of Illusion, you may use your reaction to perform the Dodge action or the Hide action. If you do so, the DC of saving throws against that spell increases by 2. Comprehensive Indices You can add your proficiency bonus to the total number of spells you can prepare while studying your spellbook(s). Cramming Guides You can replace 1d4 of your prepared spells with other selections when you complete a short rest with sufficient light for reading. Cryptographic Ciphers You have advantage on all ability checks to produce or decipher codes and other secret messages. Diabolic Ichors You gain hellsight to a range of 60 feet. The DC of saving throws against your spells is increased by 2 for creatures of celestial or fiend types. Draconic Rubrications When you cast a spell with an area of effect, you can use your reaction to add 10' to its radius, 15' to the size of its cone/cube, or 20' to the length of its line. If you do so, the DC of saving throws against that spell increases by 2. Elemental Atlases You have advantage on saving throws to maintain concentration on spells that conjure elementals. The DC of saving throws against your spells is increased by 2 for creatures of the elemental type. Embossed Plates Your spellbooks are metal objects immune to rust. They can be studied by sense of touch as well as normal vision. You have blindsight to a range of 20 feet. Experimental Worksheets When you gain a level, you can add two wizard spells of any level you can cast to your spellbookk rather than one. Feyglass Mirrors Each of your spellbooks may serve as a focus for Scrying. The DC of saving throws against these Scrying spells is increased by 2. Figurehead Beacons You always know the exact distance and direction to each of your spellbooks currently within 9 miles of your location. If you cast a spell that allows you to teleport, you and any companions can travel up to twice the standard distance. Flora and Fauna Figures You know the Green Thumb cantrip, and it does not count against your total number of cantrips known. The DC of saving throws against your spells is increased by 2 for creatures of beast, fungus, or plant types. Fluorescent Tinctures When you cast a spell that causes another creature to become invisible, you can use your reaction to include yourself in this effect. You remain invisible until the spell ends. If the original target(s) end the spell by taking particular sorts of actions, you also end the spell when performing any of those actions. Focal Mandalas You can add your proficiency bonus to the psychic damage each target takes from any spell you cast. You have advantage on saving throws against being paralyzed or possessed. Gold Leaves When you cast a spell that could charm target(s), you can use your reaction to gain 1d10 temporary hit points. If you do so, the DC of saving throws against that spell increases by 2. |
Historiated Capitals Targets of your Enlarge spells inflict 1d8 (instead of 1d4) additional damage with attacks. The DC of saving throws against your spells is increased by 2 for creatures of the giant type. Interlaced Borders You have advantage on saving throws against being charmed. The DC of saving throws against your spells is increased by 2 for creatures of the fey type. Lexicons of Power When you roll a 1 while determining damage for a cantrip, you can reroll that die and must use the new roll. Add 2 to the DC of efforts to dispel any spells you cast. Leyline Maps If you cast a spell that requires a die roll to determine the result of teleportation, you may roll twice and use either result. You have advantage on saving throws against involuntary teleportation or planar travel. Lunar Almanacs You have advantage on saving throws against being cursed. The DC of saving throws against your spells is increased by 2 for creatures of the shapechanger type. Manuals of Forms You can add your proficiency bonus to initiative checks. You gain a +1 bonus to hit with spell attack rolls. Mithral Inlays You can add your proficiency bonus to the force damage each target takes from any spell you cast. Reduce each instance of force damage you take by your Intelligence modifier. Philosophical Dialectics If you roll a 1 on an ability check related to the use of a skill or tool proficiency, you can reroll the die and must use the new roll. You have advantage on saving throws against illusions. Phosphorescent Tinctures You know the Dancing Lights and Light cantrips, and they do not count against your total number of cantrips known. Add 2 to the DC of saving throws against any spell you cast that could inflict blindness. Reinforced Bindings You are proficient with Constitution saving throws. If you roll a 1 when spending a Hit Die, you may reroll that die and must use the new result. Rowan Panels For purposes of utilizing a crystal, an orb, a rod, a staff, or a wand; you can perform the Activate action as a bonus action. Sanguine Verses When you cast a spell under 9th level, you can use your reaction to lose 1d10 hit points, then make a DC 10 Constitution saving throw. Failure causes that spell to fail, while success adds one to the level of the expended spell slot. Scrimshaw Spines You have resistance to necrotic damage. The DC of saving throws against your spells is increased by 2 for creatures of the undead type. Thermoelectric Coefficients You can add your proficiency bonus to the fire, frost, or lightning damage each target takes from any spell you cast. Vocal Exercises You know the Thaumaturgy cantrip, and it does not count against your total number of cantrips known. You can add your proficiency bonus to the thunder damage each target takes from any spell you cast. Vivisection Sketches You can add your proficiency bonus to the necrotic damage each target takes from any spell you cast. You have advantage on saving throws against being frightened or weakened. Wicked Drolleries When you cast a spell that could confuse or frighten target(s), you can use your reaction to perform the Attack action. If you do so, the DC of saving throws against that spell increases by 2. Wyrmskin Covers Your spellbooks are immune to fire damage. You are immune to the Frightful Presence of dragons. The DC of saving throws against your spells is increased by 2 for creatures of the dragon type. |
Campaign Integration All aspects of game play are subject to DM approval, alteration, or denial. This is especially important when dealing with Feats and Forfeits. Not all game mechanics are appropriate for all campaigns. A particular capability or limitation could be incompatible with a vital story element. Perhaps the scope of the campaign is confined to a region where some forms of training are unavailable. Perhaps some players would prefer not to feature a specific disability in the fantasy stories they personally develop and share. Whatever the concern, it is important to remember that none of these options are mandatory. Also, character growth works best when it is tethered to the ongoing narrative. Feats facilitate a measure of personality development in addition to individualizing tactics. Specialized equipment or a new exercise regimen might be adopted in anticipation of acquiring a Feat. A challenging mission might be undertaken to honor a respected mentor. Relationships with other party members may deepen as some study the lore and techniques of others. Roleplaying the addition of a Feat should not convey new abilities prematurely, but some DMs reward these efforts with inspiration |
Extracurricular Interests Adventuring class(es) establish the primary paths of progress adventurers will pursue throughout their careers. Class features, subclass features, and elective class abilities pave the way toward a particular sort of greatness. Few adventurers do not stray from these courses. It is normal to show some interest in skills, techniques, and tools beyond the mainstays of any character class. Feats support this diversity of talent. Most adventurers begin their careers with one or two Feats, with the potential to acquire five or six more while rising to the pinnacle of an adventuring class. Each Feat can be dedicated to a two-point ability score increase, and some other Feats offer a one-point increase to an ability score along with some other benefit. Since no individual can benefit from two Feats with the same name, adventurers intent on using Feats to increase any ability score by more than two points must accumulate that gain through a diverse mix of Feats. No ability score can be raised above 20 through an increase provided by a Feat. Thus most high level adventurers have a few Feats granting them special abilities outside the norms for their class. ???? |
Ability Score Increases Twenty-one simple Feats cover all the possible ways a character could gain two ability score points. Noting one of these Feats in the record of your character preserves information helpful for purposes of maintaining correct tallies of both Feats and ability scores. When swapping out a Feat on gaining a level, an ability score increase Feat may be abandoned. Of course, the increase(s) it bestowed must also be removed from that record. These notes also highlight important personal developments on a narrative level. Ideally, some hopes • Body Modification – Through some combination of alchemical, chirurgical, • Divine Providence – This could result from a particular deity taking a personal interest in your saga. It might instead follow from passionate devotion to the virtues promoted by a specific faith. In either case, someone from the Fivesquare Pantheon went beyond the norm of inspiring adventurers to bestow additional sparks of potential to succeed. • Extraordinary Training – Either you have long been following a specific regimen imparted by an old teacher, or you have recently undergone intensive in-person instruction with a gifted mentor. Sufficient effort enables the practical application of their lessons to regular activities. • Personal Achievement – Your accomplishments during the campaign strained your abilities. You eagerly seek out greater challenges to further test your limits. Some stretch so much as to permanently grow to some degree. Whether learning from successes or struggling to avoid the failures of the past, your deeds drive profound personal progress. • Ritual Empowerment – You attended a rare event (or series of events) as the recipient of extraordinary energies. This process might have involved extensive experimentation or indoctrination. It surely intensified your connection to a cause or entity. Yet when all is said and done you emerged with permanently enhanced abilities. |
Campaign Integration All aspects of game play are subject to DM approval, alteration, or denial. This is especially important when dealing with Feats and Forfeits. Not all game mechanics are appropriate for all campaigns. A particular capability or limitation could be incompatible with a vital story element. Perhaps the scope of the campaign is confined to a region where some forms of training are unavailable. Perhaps some players would prefer not to feature a specific disability in the fantasy stories they personally develop and share. Whatever the concern, it is important to remember that none of these options are mandatory. Also, character growth works best when it is tethered to the ongoing narrative. Feats facilitate a measure of personality development in addition to individualizing tactics. Specialized equipment or a new exercise regimen might be adopted in anticipation of acquiring a Feat. A challenging mission might be undertaken to honor a respected mentor. Relationships with other party members may deepen as some study the lore and techniques of others. Roleplaying the addition of a Feat should not convey new abilities prematurely, but some DMs reward these efforts with inspiration |
All Standard Spells | ||||
Cantrips | 1st level | 1st level | 2nd level | 2nd level |
Acid Splash Brilliant Strike Coiling Creeper Cosmic Veil Dancing Lights Eldritch Blast Enhance Assistance Firebolt Granite Fist Green Thumb Grievous Grasp Light Mage Hand Mending Message Mindbolt Minor Illusion Mystic Shield Poison Spray Prestidigitation Produce Arcs Produce Flame Produce Ice Produce Stone Ray of Frost Reflect Image Resistance Sacred Flame Shillelagh Shocking Grasp Spare the Dying Steady Beast Sunbolt Thaumaturgy Vicious Mockery Vile Miasma |
Alarm Animal Friendship Animate Ropes Aura Sight Bane Bless Breadcrumb Trail Burning Hands Charm Person Color Spray Command Comprehend Languages Cosmic Ray Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Disguise Self Divine Favor Entangle Expeditious Retreat Faerie Fire False Life Feather Fall Find Familiar Floating Disk Fog Cloud Guiding Bolt Healing Word Hellish Rebuke Heroism Hideous Laughter Hunter's Mark Identify Illusory Script Inflict Wounds | Jump Lightning Jolt Lithographic Touch Locate Companion Longstrider Loudspeaker Mage Armor Magic Missile Mental Brawl Metamorphic Weaponry Oily Ooze Penetrating Glimpse Purify Food and Drink Putrid Shiv Program Puppet Protection from Entities Quick Shield Resounding Noise Resplendent Garb Restore Sense Sanctuary Signal Flare Silent Image Sleep Shield of Faith Speak with Animals Spider Climb Steady Person Tickling Tendrils Thunderwave Tripping Hazard Unseen Servant Vomit Ichor Weatherproof Barrier Winter Wind Zone of Tranquility |
Acid Arrow Aid Alter Aura Alter Self Agonizing Arc Animal Messenger Arcane Lock Augury Barkskin Blindness/Deafness Blur Calm Emotions Continual Flame Darkness Dark Chakram Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Enthrall Excruciate Find Steed Find Traps Flame Blade Flaming Sphere Gentle Repose Gust of Wind Heat Metal Hold Person Invisibility Knock Lesser Restoration |
Levitate Light Chakram Locate Animals or Plants Locate Object Magic Mouth Magic Weapon Mirror Image Misty Step Moonbeam Pass without Trace Prayer of Healing Protection from Poison Ray of Enfeeblement Rime Cloud Rot Wood Rope Trick Rusting Touch Scorching Ray See Invisibility Shatter Silence Spike Growth Spiritual Weapon Strange Brew Suggestion Unearthly Visage Unseen Ram Venemous Lash Volley of Stones Warding Bond Web Zone of Honesty |
3rd Level | 3rd level | Forms of Magic ★ Contractual ∢ Intellectual ♪ Musical ♣ Natural ✠ Spiritual ≬ Visceral Schools of Magic ◬ Abjuration ◬ Conjuration ◬ Divination ◬ Enchantment ◬ Evocation ◬ Illusion ◬ Necromany ◬ Transmutation | 4th level | 4th level |
Animate Dead Beacon of Hope Bestow Curse Blink Call Lightning Clairvoyance Cleanse Lair Conjure Animal Conjure Imp Corrosive Spill Counterspell Create Food and Water Daylight Dispel Magic Envenomed Darts Fear Fireball Firecage Fly Gaseous Form Ghoulish Feast Glyph of Warding Haste Hypnotic Pattern Lightning Bolt Magic Circle Major Image Mass Healing Word Meld into Stone Nondetection |
Phantom Steed Plant Growth Power Struggle Power Word Flee Protection from Energy Quagmire Rallying Eloquence Remove Curse Reverent Burial Revivify Row of Hedges Sending Sleet Storm Slow Speak with Dead Speak with Plants Spirit Guardians Stinking Cloud Telepathic Joust Thundercrash Tongues Triple Threat Unseen Archivist Vampiric Touch Water Breathing Water Walk Willful Shroud Wind Wall Witching Hour Zone of Mercy |
Arcane Eye Banishment Booming Battlecry Bestow Hellsight Black Tentacles Blight Burning Breath Cleanse Being Cover of Darkness Coherent Beam Compulsion Confusion Conjure Minor Elemental Conjure Woodland Being Control Water Death Ward Devour Death Dimension Door Divine Portent Dominate Beast Fabricate Faithful Hound Fire Shield Freedom of Movement Giant Insect |
Greater Floating Disk Greater Invisibility Guardian of Faith Hallucinatory Terrain Ice Storm Infuse Weapon Locate Creature Mass Charm Person Phantasmal Killer Polymorph Power Word Kneel Private Sanctum Protection from Swarms Redirect Lightning Resilient Sphere Secret Chest Shadowy Form Slithering Serpent Stone Shape Stoneskin Telepathic Bond Temporary Vigor Vanish Object Wall of Fire Zone of Vitality | |
5th level | 6th level | 7th level | 8th level | 9th level |
Animate Objects Antilife Shell Arcane Hand Awaken Broadcast Thoughts Cloudkill Commune with Divinity Commune with Nature Cone of Cold Conjure Elemental Contact Other Plane Contagion Creation Dismissal Dominate Person Dream Flame Strike Geas Greater Restoration Hallow Hold Monster Insect Plague Legend Lore Mass Cure Wounds Mislead Modify Memory Passwall Planar Binding Power Word Fumble Raise Dead Reincarnate Resonating Vibrations Scrying Seeming Telekinesis Teleportation Circle Tree Stride Unravel Effect Vampiric Embrace Wall of Force Wall of Stone Zone of Stability |
Acid Rain Blade Barrier Chain Lightning Circle of Death Contingency Conjure Fey Conjure Fiend Create Undead Disintegrate Energize Construct Eyebite Find the Path Flesh to Stone Freezing Sphere Globe of Invulnerability Guards and Wards Harm Heal Heroes' Feast Instant Summons Irresistible Dance Lethal Injection Magic Jar Mass Suggestion Move Earth Planar Ally Power Word Fall Programmed Illusion Spontaneous Combustion Sunbeam Transport via Plants True Seeing Wall of Ice Wall of Thorns Wind Walk Word of Recall |
Animate Trees Arcane Sword Conjure Aberration Conjure Celestial Delayed Blast Fireball Divine Word Etherealness Finger of Death Fire Storm Forcecage Heavenly Chariot Mirage Arcane Plane Shift Power Word Sleep Prismatic Spray Project Image Regenerate Resurrection Reverse Gravity Rolling Thunder Sequester Simulacrum Symbol Teleport |
Animal Shapes Antimagic Field Antipathy/Sympathy Clone Control Weather Create Atmosphere Demiplane Dominate Monster Earthquake Feeblemind Flash Flood Glibness Holy Aura Incendiary Cloud Maze Mind Blank Power Word Stop Sandstorm Sunburst Unholy Aura |
Astral Projection Foresight Gate Imprisonment Maelstrom Meteor Swarm Perfect Strike Power Word Die Prismatic Wall Shapechange Storm of Vengeance Time Stop True Polymorph True Resurrection Weird Wish |
♪ Bard Spells – Charisma | ||
Cantrips | 1st level | 2nd level |
Brilliant Strike Dancing Lights Enhance Assistance Light Mending Message Minor Illusion Prestidigitation Reflect Image Resistance Thaumaturgy Vicious Mockery |
Animal Friendship Charm Person Comprehend Languages Detect Magic Disguise Self Faerie Fire Healing Word Hideous Laughter Heroism Identify Longstrider Loudspeaker Resonating Sound Resplendent Garb Silent Image Sleep Speak with Animals Thunderwave |
Animal Messenger Blindness/Deafness Calm Emotions Detect Thoughts Enhance Ability Enthrall Hold Person Knock Lesser Restoration Locate Object Magic Mouth Mirror Image Misty Step Shatter Silence Suggestion |
3rd level | 4th level | 5th level |
Bestow Curse Counterspell Dispel Magic Fear Haste Hypnotic Pattern Major Image Nondetection Rallying Eloquence Remove Curse Sending Slow Speak with Dead Speak with Plants Thundercrash Tongues |
Banishment Booming Battlecry Compulsion Confusion Death Ward Dimension Door Freedom of Movement Locate Creature Mass Charm Person Phantasmal Killer Secret Chest Telepathic Bond |
Awaken Broadcast Thoughts Dismissal Dream Geas Greater Restoration Hold Monster Legend Lore Mislead Resonating Vibrations Seeming Unravel Effect |
∢ Braced Battlemage (Fighter) Spells – Intelligence | ||||
Cantrips | 1st level | 2nd level | 3rd level | 4th level |
Acid Splash Brilliant Strike Enhance Assistance Firebolt Grievous Grasp Light Mending Message Mindbolt Mystic Shield Poison Spray Prestidigitation Ray of Frost Reflect Image Resistance Shocking Grasp Sunbolt Vicious Mockery |
Alarm Aura Sight Breadcrumb Trail Burning Hands Detect Magic Expeditious Retreat Feather Fall Floating Disk Fog Cloud Identify Jump Lightning Jolt Lithographic Touch Longstrider Loudspeaker Mage Armor Magic Missile Mental Brawl Program Puppet Quick Shield Signal Flare Sleep Spider Climb Thunderwave Unseen Servant Weatherproof Barrier Winter Wind |
Acid Arrow Alter Self Agonizing Arc Blindness/Deafness Darkness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Flaming Sphere Gust of Wind Invisibility Levitate Locate Object Magic Mouth Magic Weapon Misty Step Rime Cloud Scorching Ray Shatter See Invisibility Unseen Ram Volley of Stones Web |
Bestow Curse Blink Cleanse Lair Counterspell Dispel Magic Fear Fireball Fly Haste Lightning Bolt Magic Circle Nondetection Phantom Steed Protection from Energy Remove Curse Sleet Storm Slow Telepathic Joust Thundercrash Triple Threat Vampiric Touch |
Arcane Eye Banishment Booming Battlecry Burning Breath Cleanse Being Coherent Beam Dimension Door Fire Shield Greater Floating Disk Greater Invisibility Ice Storm Locate Creature Polymorph Redirect Lightning Resilient Sphere Stoneshape Stoneskin Wall of Fire |
✠ Cleric Spells – Wisdom | ||||
Cantrips | 1st level | 2nd level | 3rd level | 4th level |
Acid Splash Brilliant Strike Cosmic Veil Dancing Lights Enhance Assistance Grievous Grasp Light Mending Message Mystic Shield Poison Spray Resistance Sacred Flame Spare the Dying Steady Beast Sunbolt Thaumaturgy Vicious Mockery |
Aura Sight Bane Bless Command Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Divine Favor False Life Guiding Bolt Healing Word Heroism Inflict Wounds Loudspeaker Mental Brawl Purify Food and Drink Protection from Entities Restore Sense Sanctuary Shield of Faith Steady Person Weatherproof Barrier Zone of Tranquility |
Aid Augury Blindness/Deafness Continual Flame Darkness Enhance Ability Enthrall Find Traps Gentle Repose Hold Person Lesser Restoration Locate Object Magic Weapon Prayer of Healing Protection from Poison See Invisibility Silence Spiritual Weapon Warding Bond Zone of Honesty |
Animate Dead Beacon of Hope Bestow Curse Cleanse Lair Create Food and Water Daylight Dispel Magic Fear Ghoulish Feast Glyph of Warding Magic Circle Protection from Energy Remove Curse Reverent Burial Revivify Speak with Dead Spirit Guardians Tongues Water Walk Zone of Mercy |
Banishment Bestow Hellsight Cleanse Being Coherent Beam Control Water Death Ward Devour Death Divine Portent Freedom of Movement Guardian of Faith Locate Creature Private Sanctum Protection from Swarms Slithering Serpent Stone Shape Zone of Vitality |
5th level | 6th level | 7th level | 8th level | 9th level |
Commune with Divinity Creation Dismissal Flame Strike Greater Restoration Hallow Hold Monster Insect Plague Legend Lore Mass Cure Wounds Raise Dead Zone of Stability |
Blade Barrier Create Undead Find the Path Globe of Invulnerability Guards and Wards Harm Heal Heroes' Feast Planar Ally Sunbeam True Seeing Word of Recall |
Conjure Celestial Divine Word Etherealness Heavenly Chariot Plane Shift Regenerate Resurrection Symbol |
Antimagic Field Antipathy/Sympathy Control Weather Earthquake Flash Flood Holy Aura Sandstormm Sunburst |
Astral Projection Foresight Gate Perfect Strike Prismatic Wall True Resurrection |
♣ Druid Spells – Wisdom | ||||
Cantrips | 1st level | 2nd level | 3rd level | 4th level |
Coiling Creeper Dancing Lights Enhance Assistance Granite Fist Green Thumb Light Mending Mystic Shield Poison Spray Produce Arcs Produce Flame Produce Ice Produce Stone Reflect Image Resistance Shillelagh Spare the Dying Steady Beast |
Animal Friendship Animate Ropes Breadcrumb Trail Burning Hands Charm Person Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Entangle Faerie Fire Fog Cloud Jump Locate Companion Longstrider Oily Ooze Purify Food and Drink Restore Sense Speak with Animals Spider Climb Steady Person Tripping Hazard Winter Wind Zone of Tranquility |
Alter Self Animal Messenger Barkskin Darkvision Enhance Ability Find Steed Flame Blade Gust of Wind Heat Metal Lesser Restoration Locate Animals or Plants Misty Step Moonbeam Pass without Trace Protection from Poison Rot Wood Rusting Touch Spike Growth Volley of Stones Web |
Call Lightning Cleanse Lair Conjure Animal Create Food and Water Daylight Dispel Magic Firecage Meld into Stone Nondetection Plant Growth Protection from Energy Quagmire Reverent Burial Row of Hedges Sleet Storm Speak with Plants Stinking Cloud Water Breathing Wind Wall Zone of Mercy |
Cleanse Being Conjure Minor Elemental Conjure Woodland Being Control Water Dominate Beast Fire Shield Freedom of Movement Giant Insect Ice Storm Locate Creature Polymorph Protection from Swarms Redirect Lightning Slithering Serpent Stone Shape Wall of Fire |
5th level | 6th level | 7th level | 8th level | 9th level |
Antilife Shell Awaken Cloudkill Commune with Nature Conjure Elemental Greater Restoration Insect Plague Reincarnate Scrying Teleportation Circle Tree Stride Wall of Stone |
Chain Lightning Conjure Fey Find the Path Flesh to Stone Freezing Sphere Move Earth Sunbeam Transport via Plants Wall of Ice Wall of Thorns Wind Walk Word of Recall |
Animate Trees Etherealness Finger of Death Fire Storm Heavenly Chariot Mirage Arcane Regenerate Rolling Thunder |
Animal Shapes Control Weather Create Atmosphere Demiplane Earthquake Flash Flood Sandstorm Sunburst |
Astral Projection Gate Maelstrom Shapechange Storm of Vengeance True Polymorph |
✠ Monk Spells – Wisdom | ||||
1st level | 2nd level | 3rd level | 4th level | 5th level |
Animate Ropes Aura Sight Bless Burning Hands Cure Wounds Detect Magic Detect Poison and Disease Expeditious Retreat Inflict Wounds Jump Longstrider Mental Brawl Purify Food and Drink Protection from Entities Restore Sense Spider Climb Steady Person Thunderwave Winter Wind Zone of Tranquility |
Agonizing Arc Blur Calm Emotions Dark Chakram Enhance Ability Gentle Repose Lesser Restoration Levitate Light Chakram Pass without Trace Protection from Poison Rope Trick Scorching Ray Shatter Venemous Lash Zone of Honesty |
Cleanse Lair Dispel Magic Envenomed Darts Fireball Haste Lightning Bolt Magic Circle Nondetection Protection from Energy Remove Curse Reverent Burial Slow Thundercrash Telepathic Joust Water Walk Zone of Mercy |
Banishment Booming Battlecry Burning Breath Cleanse Being Coherent Beam Devour Death Fire Shield Freedom of Movement Redirect Lightning Stoneskin Temporary Vigor Zone of Vitality |
Arcane Hand Commune with Divinity Commune with Nature Contact Other Plane Geas Greater Restoration Hallow Resonating Vibrations |
✠ Paladin Spells – Wisdom | ||||
1st level | 2nd level | 3rd level | 4th level | 5th level |
Alarm Aura Sight Bless Command Cure Wounds Detect Magic Detect Poison and Disease Divine Favor Guiding Bolt Heroism Loudspeaker Mental Brawl Penetrating Glimpse Purify Food and Drink Protection from Entities Restore Sense Sanctuary Shield of Faith Steady Person Zone of Tranquility |
Aid Augury Blindness/Deafness Calm Emotions Enhance Ability Find Steed Flame Blade Gentle Repose Lesser Restoration Magic Weapon Prayer of Healing Protection from Poison See Invisibility Spiritual Weapon Warding Bond Zone of Honesty |
Beacon of Hope Cleanse Lair Daylight Dispel Magic Fear Glyph of Warding Magic Circle Protection from Energy Rallying Eloquence Remove Curse Reverent Burial Spirit Guardians Telepathic Joust Water Walk Willful Shroud Zone of Mercy |
Banishment Booming Battlecry Bestow Hellsight Coherent Beam Cleanse Being Death Ward Divine Portent Faithful Hound Guardian of Faith Infuse Weapon Protection from Swarms Zone of Vitality |
Commune with Divinity Commune with Nature Dismissal Flame Strike Geas Greater Restoration Hallow Zone of Stability |
♣ Ranger Spells – Wisdom | ||||
1st level | 2nd level | 3rd level | 4th level | 5th level |
Animal Friendship Animate Ropes Bane Breadcrumb Trail Cure Wounds Detect Magic Detect Poison and Disease Entangle Expeditious Retreat Faerie Fire Feather Fall Fog Cloud Hunter's Mark Jump Locate Companion Longstrider Purify Food and Drink Restore Sense Speak with Animals Tripping Hazard |
Acid Arrow Animal Messenger Darkvision Enhance Ability Find Steed Gentle Repose Invisibility Lesser Restoration Locate Animals or Plants Magic Weapon Pass without Trace Protection from Poison Rope Trick See Invisibility Silence Spike Growth |
Cleanse Lair Conjure Animal Dispel Magic Envenomed Darts Haste Nondetection Phantom Steed Plant Growth Protection from Energy Quagmire Sleet Storm Slow Speak with Plants Row of Hedges Water Breathing Wind Wall |
Banishment Cleanse Being Conjure Woodland Being Dominate Beast Faithful Hound Freedom of Movement Greater Invisibility Hallucinatory Terrain Infuse Weapon Locate Creature Protection from Swarms Temporary Vigor |
Antilife Shell Awaken Commune with Nature Conjure Elemental Greater Restoration Seeming Teleportation Circle Tree Stride |
♣ Shamanic Militant (Barbarian) Spells – Wisdom | |||
1st level | 2nd level | 3rd level | 4th level |
Animal Friendship Aura Sight Bane Breadcrumb Trail Cure Wounds Detect Magic Detect Poison and Disease Entangle Faerie Fire Fog Cloud Heroism Inflict Wounds Locate Companion Longstrider Purify Food and Drink Shield of Faith Speak with Animals Steady Person Thunderwave Tripping Hazard |
Animal Messenger Barkskin Darkvision Enhance Ability Gust of Wind Hold Person Lesser Restoration Locate Animals or Plants Locate Object Magic Weapon Moonbeam Pass without Trace Protection from Poison Rot Wood Rusting Touch Spike Growth |
Bestow Curse Call Lightning Cleanse Lair Conjure Animal Dispel Magic Firecage Locate Plant Growth Meld into Stone Protection from Energy Remove Curse Reverent Burial Row of Hedges Sleet Storm Speak with Plants Water Breathing Wind Wall |
Booming Battlecry Cleanse Being Confusion Death Ward Dominate Beast Freedom of Movement Hallucinatory Terrain Ice Storm Locate Creature Polymorph Stoneskin Wall of Fire |
≬ Sorcerer Spells – Charisma | ||||
Cantrips | 1st level | 2nd level | 3rd level | 4th level |
Acid Splash Cosmic Veil Dancing Lights Firebolt Granite Fist Grievous Grasp Light Mage Hand Mending Message Mindbolt Minor Illusion Mystic Shield Poison Spray Prestiditation Produce Arcs Produce Ice Produce Flame Produce Stone Ray of Frost Reflect Image Resistance Shocking Grasp Sunbolt |
Alarm Aura Sight Burning Hands Charm Person Color Spray Command Cosmic Ray Detect Magic Disguise Self Expeditious Retreat Feather Fall Floating Disk Hideous Laughter Identify Jump Lightning Jolt Longstrider Loudspeaker Mage Armor Magic Missile Mental Brawl Metamorphic Weaponry Oily Ooze Protection from Entities Putrid Shiv Quick Shield Resounding Noise Resplendent Garb Signal Flare Silent Image Sleep Spider Climb Thunderwave Tripping Hazard Weatherproof Barrier Winter Wind |
Alter Aura Alter Self Agonizing Arc Blur Dark Chakram Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Enthrall Excruciate Hold Person Invisibility Levitate Light Chakram Magic Mouth Magic Weapon Mirror Image Misty Step Protection from Poison Ray of Enfeeblement Rime Cloud Scorching Ray See Invisibility Shatter Suggestion Unearthly Visage Unseen Ram Volley of Stones Web |
Blink Call Lightning Cleanse Lair Counterspell Dispel Magic Envenomed Darts Fear Fireball Firecage Fly Gaseous Form Haste Hypnotic Pattern Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed Power Struggle Power Word Flee Protection from Energy Sending Sleet Storm Slow Telepathic Joust Thundercrash Triple Threat Vampiric Touch Water Breathing Willful Shroud |
Arcane Eye Booming Battlecry Burning Breath Cleanse Being Coherent Beam Confusion Control Water Devour Death Dismissal Dimension Door Dominate Beast Fire Shield Freedom of Movement Greater Floating Disk Ice Storm Greater Invisibility Infuse Weapon Mass Charm Person Phantasmal Killer Polymorph Power Word Kneel Protection from Swarms Redirect Lightning Resilient Sphere Stone Shape Stoneskin Telepathic Bond Wall of Fire |
5th level | 6th level | 7th level | 8th level | 9th level |
Arcane Hand Cloudkill Cone of Cold Dismissal Dominate Person Dream Geas Hold Monster Mislead Modify Memory Passwall Power Word Fumble Resonating Vibrations Seeming Telekinesis Teleportation Circle Unravel Effect Vampiric Embrace Wall of Force Wall of Stone |
Acid Rain Chain Lightning Contingency Disintegrate Eyebite Flesh to Stone Freezing Sphere Globe of Invulnerability Irresistiblle Dance Magic Jar Mass Suggestion Power Word Fall Programmed Illusion Spontaneous Combustion True Seeing Wall of Ice |
Arcane Sword Delayed Blast Fireball Etherealness Fire Storm Forcecage Plane Shift Power Word Sleep Prismatic Spray Project Image Reverse Gravity Rolling Thunder Teleport |
Antimagic Field Antipathy/Sympathy Clone Control Weather Create Atmosphere Dominate Monster Earthquake Flash Flood Incendiary Cloud Mind Blank Power Word Stop Sandstorm |
Astral Projection Gate Maelstrom Meteor Swarm Perfect Strike Power Word Die Prismatic Wall Shapechange Storm of Vengeance True Polymorph |
∢ Stage Magician (Rogue) Spells – Intelligence | ||||
Cantrips | 1st level | 2nd level | 3rd level | 4th level |
Brilliant Strike Cosmic Veil Dancing Lights Enhance Assistance Light Mage Hand Mending Message Mindbolt Minor Illusion Mystic Shield Poison Spray Prestidigitation Produce Flame Reflect Image Resistance Shocking Grasp Vicious Mockery |
Animate Ropes Charm Person Color Spray Detect Magic Disguise Self Expeditious Retreat Feather Fall Floating Disk Fog Cloud Identify Illusory Script Jump Longstrider Loudspeaker Mage Armor Mental Brawl Penetrating Glimpse Program Puppet Resounding Noise Quick Shield Resplendent Garb Signal Flare Silent Image Sleep Spider Climb Unseen Servant Weatherproof Barrier |
Alter Aura Arcane Lock Blindness/Deafness Blur Darkness Darkvision Detect Thoughts Enthrall Find Traps Invisibility Knock Levitate Locate Object Mirror Image Misty Step Pass without Trace Protection from Poison Rope Trick See Invisibility Shatter Silence Suggestion Unearthly Visage Unseen Ram |
Blink Clairvoyance Counterspell Daylight Dispel Magic Fear Fly Gaseous Form Haste Hypnotic Pattern Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Slow Telepathic Joust Water Breathing Water Walk |
Arcane Eye Bestow Hellsight Cover of Darkness Confusion Dimension Door Fabricate Freedom of Movement Greater Floating Disk Greater Invisibility Hallucinatory Terrain Mass Charm Person Phantasmal Killer Private Sanctum Protection from Swarms Secret Chest Shadowy Form Telepathic Bond Vanish Object |
★ Warlock Spells – Charisma | ||||
Cantrips | 1st level | 2nd level | 3rd level | 4th level |
Acid Splash Coiling Creeper Cosmic Veil Dancing Lights Eldritch Blast Grievous Grasp Mage Hand Message Mindbolt Minor Illusion Mystic Shield Poison Spray Produce Flame Reflect Image Resistance Shocking Grasp Vicious Mockery Vile Miasma |
Aura Sight Bane Burning Hands Charm Person Comprehend Languages Cosmic Ray Detect Magic Disguise Self Expeditious Retreat Faerie Fire Feather Fall Find Familiar Fog Cloud Hellish Rebuke Hideous Laughter Identify Illusory Script Jump Mage Armor Magic Missile Mental Brawl Oily Ooze Penetrating Glimpse Program Puppet Putrid Shiv Quick Shield Resplendent Garb Silent Image Sleep Spider Climb Thunderwave Tripping Hazard Unseen Servant Vomit Ichor Weatherproof Barrier Winter Wind |
Acid Arrow Alter Aura Alter Self Agonizing Arc Blindness/Deafness Darkness Darkvision Dark Chakram Enhance Ability Enlarge/Reduce Excruciate Gust of Wind Heat Metal Hold Person Invisibility Locate Object Misty Step Moonbeam Pass without Trace Protection from Poison Ray of Enfeeblemment Rime Cloud Rot Wood Rusting Touch Shatter Strange Brew Suggestion Unearthly Visage Venemous Lash Web |
Animate Dead Bestow Curse Call Lightning Cleanse Lair Conjure Imp Corrosive Spill Dispel Magic Envenomed Darts Fear Fly Gaseous Form Ghoulish Feast Hypnotic Pattern Magic Circle Major Image Nondetection Phantom Steed Power Struggle Quagmire Remove Curse Sending Speak with Dead Stinking Cloud Telepathic Joust Thundercrash Tongues Unseen Archivist Vampiric Touch Willful Shroud Witching Hour |
Arcane Eye Banishment Bestow Hellsight Black Tentacles Blight Cleanse Being Cover of Darkness Compulsion Confusion Devour Death Dimension Door Dominate Beast Faithful Hound Freedom of Movement Greater Invisibility Hallucinatory Terrain Infuse Weapon Mass Charm Person Phantasmal Killer Planar Binding Polymorph Private Sanctum Protection from Swarms Redirect Lightning Secret Chest Shadowy Form Slithering Serpent Temporary Vigor |
5th level | 6th level | 7th level | 8th level | 9th level |
Animate Objects Arcane Hand Cloudkill Contact Other Plane Contagion Dismissal Dominate Person Dream Geas Hallow Hold Monster Legend Lore Mislead Modify Memory Planar Binding Scrying Seeming Teleportation Circle Vampiric Embrace Wall of Force |
Acid Rain Circle of Death Conjure Fey Conjure Fiend Create Undead Disintegrate Eyebite Flesh to Stone Globe of Invulnerability Irresistible Dance Lethal Injection Magic Jar Mass Suggestion Spontaneous Combustion True Seeing Wall of Thorns |
Conjure Aberration Etherealness Finger of Death Fire Storm Forcecage Mirage Arcane Plane Shift Project Image Reverse Gravity Sequester Symbol Teleport |
Antimagic Field Antipathy/Sympathy Control Weather Create Atmosphere Demiplane Dominate Monster Feeblemind Glibness Incendiary Cloud Maze Mind Blank Unholy Aura |
Astral Projection Gate Imprisonment Maelstrom Perfect Strike Prismatic Wall Shapechange Storm of Vengeance True Polymorph Weird |
∢ Wizard Spells – Intelligence | ||||
Cantrips | 1st level | 2nd level | 3rd level | 4th level |
Acid Splash Brilliant Strike Cosmic Veil Dancing Lights Enhance Assistance Firebolt Grievous Grasp Light Mage Hand Mending Message Mindbolt Minor Illusion Mystic Shield Poison Spray Prestidigitation Produce Arcs Produce Flame Produce Ice Produce Stone Ray of Frost Reflect Image Resistance Shocking Grasp Sunbolt Vicious Mockery Vile Miasma |
Alarm Animate Ropes Aura Sight Breadcrumb Trail Burning Hands Charm Person Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat Feather Fall Find Familiar Floating Disk Fog Cloud Heroism Hideous Laughter Identify Illusory Script Jump Lightning Jolt Lithographic Tourch Longstrider Loudspeaker Mage Armor Magic Missile Mental Brawl Penetrating Glimpse Program Puppet Quick Shield Resounding Noise Resplendent Garb Signal Flare Silent Image Sleep Spider Climb Thunderwave Tripping Hazard Unseen Servant Weatherproof Barrier Winter Wind Zone of Tranquility |
Acid Arrow Alter Aura Alter Self Agonizing Arc Arcane Lock Blindness/Deafness Blur Continual Flame Darkness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Enthrall Flaming Sphere Gust of Wind Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Mirror Image Misty Step Ray of Enfeeblement Rime Cloud Rope Trick Scorching Ray See Invisibility Shatter Silence Suggestion Unseen Ram Volley of Stones Web |
Animate Dead Bestow Curse Blink Clairvoyance Cleanse Lair Counterspell Dispel Magic Fear Fireball Firecage Fly Gaseous Form Glyph of Warding Haste Hypnotic Pattern Lightning Bolt Major Image Magic Circle Nondetection Phantom Steed Power Struggle Power Word Flee Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking Cloud Telepathic Joust Thundercrash Tongues Triple Threat Unseen Archivist Vampiric Touch Water Breathing Willful Shroud |
Arcane Eye Banishment Bestow Hellsight Booming Battlecry Burning Breath Cleanse Being Coherent Beam Confusion Conjure Minor Elemental Control Water Devour Death Dimension Door Fabricate Fire Shield Freedom of Movement Greater Floating Disk Greater Invisibility Hallucinatory Terrain Ice Storm Infuse Weapon Locate Creature Mass Charm Person Planar Binding Polymorph Power Word Kneel Private Sanctum Redirect Lightning Resilient Sphere Secret Chest Stone Shape Stoneskin Telepathic Bond Vanish Object Wall of Fire |
5th level | 6th level | 7th level | 8th level | 9th level |
Animate Objects Arcane Hand Broadcast Thoughts Cloudkill Cone of Cold Conjure Elemental Contact Other Plane Creation Dismissal Dominate Person Dream Hold Monster Legend Lore Mislead Modify Memory Passwall Planar Binding Power Word Fumble Resonating Vibrations Scrying Seeming Telekinesis Teleportation Circle Unravel Effect Vampric Embrace Wall of Force Wall of Stone Zone of Stability |
Acid Rain Chain Lightning Circle of Death Contingency Create Undead Disintegrate Energize Construct Eyebite Find the Path Flesh to Stone Freezing Sphere Globe of Invulnerability Guards and Wards Instant Summons Irresistible Dance Lethal Injection Magic Jar Mass Suggestion Move Earth Power Word Fall Programmed Illusion Spontaneous Combustion True Seeing Wall of Ice |
Arcane Sword Delayed Blast Fireball Etherealness Finger of Death Forcecage Mirage Arcane Plane Shift Power Word Sleep Prismatic Spray Project Image Reverse Gravity Rolling Thunder Sequester Simulacrum Symbol Teleport |
Antimagic Field Antipathy/Sympathy Clone Control Weather Create Atmosphere Demiplane Dominate Monster Earthquake Feeblemind Flash Flood Glibness Incendiary Cloud Maze Mind Blank Power Word Stop Sandstorm |
Astral Projection Foresight Gate Imprisonment Meteor Swarm Power Word Die Prismatic Wall Shapechange Time Stop True Polymorph Weird Wish |