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Credits

Written By: Kristopher Hoffman

Additional Writing By: Louis LeBoeuf

Editors: Jennifer Scarberry, Louis


LeBoeuf

Playtesters: Chris French, Beau Woehrle,


Louis LeBoeuf, Phillip Nillen

All content in th is designated open game content per the OPEN GAME
LICENSE Version 1.0a
Table of Contents
Races 1
Class Archetypes 17
New Class: Psion 44
Psionic Powers 49
Volume 1 Feats 58
Volume 2 Feats 61
Beastiary of the Verdant Gale 64
Open Gaming License 77
Races

1
Aeloy

E
verything exists in the multiverse – anything Psionically Gifted
you can imagine. Unfortunately, most The machines that the Aeloy use are implanted into the skull
people can't imagine very much. during their gestation period in the cloning vat. They collect
~Mordenkainen the information they seek out on other worlds, and transmit it
back to their home when the portals are open. These
machines allow the Aeloy to communicate with each other,
When Mordenkainen traveled the planes, exploring the silently, over vast distances. When they arrived on the sword
whole of reality, he encountered an astounding number of coast, they discovered an interesting effect. The magic that
bewildering and wondrous sights. A country where the suffused the prime material plane altered the function of their
primary form of entertainment was juggling geese – goslings implants and granted them innate psionic abilities.
in fact; a plane composed completely of blood – its denizens
able to shape and form it to their will; a universe that existed Aeloy Names
completely free of time – its entire history happening at once The Aeloy are possessed of names that span the entire realm
without causality, rhyme or reason. Of all these sights, sounds of human experience. Traditional fantasy characters have
and experiences, Mordenkainen found a particular form of fantasy names, some Aeloy do not. Coming from a post
magic more bewildering and astounding than anything else modern realm, some have modern names. Names from
he had encountered in his travels. science fiction, fantasy, modern realms, and deed names are
It was a magic called “technology.” all possible as well.
As near as he could reason, the mages of this plane took a
rock, sliced it very thin, trapped lightning in it and convinced Aeloy Traits
it that it could think. These thinking machines were capable Your Aeloy character has an assortment of inborn abilities
of mathematics and magics of the highest order, and with an that are part and parcel of their technological background
alacrity that put scholars of the races to shame. and nature.
On a plane dominated by the magic of technology, Ability Score Adjustment: Aeloy are more intelligent than
Mordenkainen met a race that held his interest for a good most, and their gene seed was chosen for this very reason.
long while. He spent months with a race called the Aeloy. The Their implants coupled with magic give them psionic
Aeloy were homogeneous – every Aeloy was the same as abilities, and this is reflected by an increase in charisma. Your
every other Aeloy. They referred to themselves as clones. The Intelligence score increases by 2 and your Charisma score
concepts behind this were confusing, and made little sense to increases by 2.
the “Mage of Wonders.” As near as he could piece together, Age: Aeloy reach adulthood by 15 and live to between 100
the thinking machines were able to make exact copies of a and 125 years old.
progenitor. Alignment: Aeloy can be of any alignment, but tend
What Mordenkainen did not know is that the Aeloy were towards good. They serve a common purpose and are raised
linked via the thinking machines. The Aeloy were intrigued by with an eye towards that goal. In spite of this, they are all
his tales of other places and universes. They came to a individuals – experiences change their views.
consensus and decided to explore the multiverse themselves Size: Aeloy are all 5'11” tall and of a medium, well
– to see the sights that Mordenkainen spoke of. Their muscled build.
machines created portals and they began to settle the planes. Speed: Your base walking speed is 30 feet.
Telepathic Link: All Aeloy are connected to all other Aeloy
From the Same Mold on the prime material plane via a telepathic link. This is a
The Aeloy, to the number, are female. They are all function of the magic of the plane interacting with their
superficially human – he never got a chance to delve further implants in an unforeseen way.
into their physiology. It would have been rude to probe Superior Metallurgical Knowledge: Due to your
deeper. They stand 5'11” tall, have copper red hair, blue eyes, technological background, your people are experts at making
pale skin, and freckles. Genetically, they are the same person; arms and armor. Arms and armor from your Aeloy settlement
however, each of them is an individual, living separate lives (both starting and future purchases) have a bonus of +1 while
and becoming distinct and individual creatures. compared to other arms and armor of the same type.
The Aeloy are cloned on their home plane and then sent Timeless Knowledge: It is the nature of the Aeloy
through one of the portals to an other worldly settlement. implants to store and access knowledge. They are designed
When a newborn Aeloy is sent to another plane, they arrive in for data gathering, storage and retrieval. As such, there is a
a cradle in their settlement and are raised by the community. chance that someone in your settlement has encountered
Their settlement on the prime material plane is in a cave at information on the topic you are discussing. You may make a
the base of a mountain along the Sword Coast. They live in a history check, DC 18. If you succeed, you have information
small community, relatively isolated, but travel out to gather about common events and knowledge of this topic. If the
information about the plane they are on. The creation of a knowledge is particular or extremely obscure, then the DC of
portal consumes an incredible amount of energy, and they this check is instead 20.
can only be maintained for moments.

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Languages: You can speak, read, and write Common and
Thari. Thari is your people's native language from your native
plane. There are many words and concepts that are
incompatible with Common, as they are based in technology,
computing, and modes of thought that haven't yet been
thought of by the peoples of the prime material plane.

Aeloy Feats
The following feats are available to Aeloy characters.
Psionically Adroit
Prerequisite: Aeloy Race
The potent nature of your implants and their interactions
with the magic of the prime material have gifted you with
additional psionic power. You may choose one power from
ANY of the psionic powers listed in the psionic powers
chapter. You know this power at 1st Rank. You must meet all
Psi Point expenditures to use it, and you cannot increase
your ranks in this power.
Reality Sink
Prerequisite: Aeloy Race, Charisma 15+
The magic of the prime material plane has interacted with
your implants in an odd way. Either through a fluke of the
magic, a slight difference in your implants, or something
slightly different in your physiology – your psionic abilities
have a tendency to negate the psionic powers of those around
you. If a hostile is attempting to spend Psi Points within 10
feet of you-you may use your reaction to force that hostile
creature to make a Charisma check, with a difficulty equal to
8 + your charisma modifier + your proficiency bonus. If they
fail, they cannot spend Psi points this turn.

3
notable to a bugbear may not be notable to everyone else,
Bugbears however. Since their names are in goblin, they just sound like
“What is the best in life?” a mishmash of syllables to anyone else. Bugbear Names:
“To crush your enemies, to see them driven before you, and Ripneck, Throttle, Giantkiller, Goblineater, Orcbane, Maul
to hear the lamentations of their women!” Facesmash
Born for battle Bugbear Traits
Bugbears are born for battle, being Massive humanoids that Your Bugbear character has an assortment of inborn abilities
are distantly related to goblins and and other goblinoid races. that are part and parcel of Bugbear nature.
These lumbering figures are fierce combatants and revel in Ability Score Adjustment: Your Strength score increases
destruction and mayhem. Bullies of the goblin world, by 4 and your Constitutions score increases by 2. However,
bugbears despise authority and being bossed around. These you are massive and brutish, so your Charisma and Wisdom
creatures are masters of carnage and bloodshed and will scores are reduced by 2.
often go adventuring for the act of combat itself. Age: Bugbears live and mature at the same rate as
humans.
Natural Survivors Alignment: Any, but bugbears tend towards chaotic
Bugbears live a life focused on survival. This life is a difficult alignments.
one, and individuals adapt to it in different ways – some Size: Bugbears stand around 7 feet tall and weigh in at an
becoming fighters, rogues, or barbarians. More intelligent average of 450 pounds. While you are massive, your size is
than their goblinoid cousins, bugbears make excellent medium.
tacticians. The need to survive is paramount to individual Speed: Your base walking speed is 30 feet.
bugbears as their race tends to be far less fertile than other Darkvision: Used to living in caves, your eyes are
goblinoid species. exceptionally sensitive in low light conditions. You have
superior vision in dark and dim conditions. You can see in
Goblin Bullies dim light within 60 feet of you as if it were bright light, and in
While bugbears will work as mercenaries for their cousins – darkness as if it were dim light. You can't discern color in
acting as enforcers or front line combatants, many bugbears darkness, only shades of gray.
will simply take control of local goblin settlements. They Sneaky Bastards: In spite of their massive stature,
often act as chieftains of hobgoblin tribes or simply stroll into bugbears are exceptional hunters. This requires an ability to
a goblin nest and start issuing orders. This leads the other hide well and move silently. Bugbears have advantage on
goblinoid races to be fearful of their massive cousins. stealth checks.
Extreme Brutality: Bugbears have an affinity for the
Brutish Mien crushing power of bludgeoning weapons. Some say that it
Standing roughly seven feet tall, bugbears resemble hairy tenderizes the meat as you kill it. As such, they have practiced
goblins with a feral cast to their features. The name bugbears extensively with them. Bugbears are proficient with all
comes from their noses and claws, which are similar in bludgeoning weapons. Additionally, if an attack roll results in
appearance to those of a bear. Their brutish appearance is a natural one, you may reroll that attack roll. If you do so, you
enhanced by the piecemeal nature of the arms and armor must take the second die roll's result.
they scavenge after combat. Their greenish-red pupils serve Tough: Bugbears automatically gain the toughness feat.
to further the impression that they are monstrous brutes. Languages: You can speak, read, and write Common and
Goblin.
Carnivorous to the Core
Bugbears are technically omnivorous, but prefer to subsist on Bugbear Feats
meat. They will eat anything they kill – including other
sentient species. Since intruders are considered a viable food Crusher
source (this includes other playable races and goblinoids), Prerequisite: Bugbear Race
bugbears will rarely bother with parley or even waste words Your affinity for bludgeoning weapons has almost reached
on them. One must be careful when dealing with bugbears the point of obsession. As such, you have practiced and
lest they end up in the stew pot. mastered them. You may now add your Proficiency Bonus to
damage rolls made with bludgeoning weapons.
Magpie Syndrome
Bugbears are attracted to shiny objects. Among themselves, Iron Stomach
all that glitters might be gold, or a shiny pebble. It doesn't Prerequisite: Bugbear Race
matter to them – it all has the same value. This will often lead Bugbears are primarily carnivorous, but often do not
to them negotiating instead of killing outright. If they think preserve their food. With this feat, you have the ability to eat
that they can get something shiny out of a deal that they spoiled food without suffering ill effects. Whether this is
couldn't get out of a confrontation, they will speak before carrion or just something that has gone slightly off, you find it
attacking. palatable, nourishing and don't run the risk of illness from it.
This does not confer an immunity to poisons.
Bugbear Names
Bugbear names are often descriptive in the goblin tongue –
describing something identifiable about themselves. What is

4
Centaur Traits
Centaurs Ability Score Increase. Your Strength score increases by 2,
“Never try an' get a straight answer out of a centaur. Ruddy while your Dexterity score increases by 1.
stargazers. Not interested in anythin' closer'n the moon.” Speed. Your base walking Speed is 40 feet.
Reclusive wanderers, centaurs roam the wild reaches of Size. Centaurs are Large creatures. They are larger than
the prime material plane. They act as wardens and guardians most humanoids, standing almost 9 feet tall and weighing in
of the primeval places of the world. Self appointed guardians at almost 1,200 pounds.
of nature, they take this task very seriously. Preferring to act Finesse Weapon Restrictions: Since you are a Large
as preservationists when they can – avoiding conflict; they creature, you cannot use weapons with the light/and or
will fight fiercely. finesse keywords unless they are made specifically for you.
These weapons cost 1.5 times normal.
Hinterland Nomads Quadrupedal: You are able to carry twice the weight a
Centaur tribes wander the wilderness in climates from cold biped can for your Strength. Additionally, when you run or
to temperate to blisteringly hot, but they are always in dash, you move 1.5 times as far as bipedal characters (3x or
arboreal areas. The closest centaur tribes come to civilization 6x your move rate).
is the outskirts, so many humanoids are completely unaware Buffeting Hooves: As you are half horse, you have deadly
of their existence, save for stories. Primarily hunter and weapons on the end of your lower extremities. Provided you
gatherers, centaurs range far and wide in search of food do not move during your turn, you may make an additional
while patrolling the wilds. The range of each migration is attack with your hooves as a bonus action, either against a
typically hundreds of miles and can take decades to target in front of you – or directly behind you with your rear
complete. legs. Your hooves deal 1d6 + your Strength modifier in
bludgeoning damage. This increases to 1d8 + your Strength
Spiritually Enlightened Modifier if you purchase horse shoes made specifically for
Due to their reclusive nature, centaurs spend a majority of you.
their time deep in the forests and jungles and have developed Centaur Anatomy: Due to the odd design of your body,
an appreciation and connection to the wild that is unrivaled armor is difficult to find and must be made specially for you.
by any save the wood elves. In short, they take care of the This is expensive and requires a master in the craft. As such,
land, and the land takes care of them. This connection has purchasing armor after character creation costs double the
given the centaurs a different view of the world. They are slow normal amount.
to make decisions, as they realize that the lives of humanoids Stubborn as a Mule: Your quadrupedal stance allows you
are but a grain of sand on the beach of time, but once their to resist effects that would move you or knock you prone
minds are set, there is nothing that will stop them in their more effectively than your bipedal counterparts. You have
action. advantage on rolls to resist effects that would move you
against your will or knock you prone. If an effect does not
Of Bow and Spear allow a Saving throw, you may make a Saving Throw to resist
The unique nature of centaur physiology allows them to be the effect regardless.
extremely effective with both the bow and spears. Their Languages: You can speak, read, and write Common and
equine lower bodies make it possible to be extremely mobile Sylvan.
on the battlefield while still stable enough to be accurate with
arrows while doing so. Their strength and bulk make them Centaur Feats
exceptionally deadly with the spear, allowing them to make
particularly punishing and penetrating strikes. Over-run Charger
Prerequisite: Centaur Race
Incongruous Anatomy Due to your speed and bulk, you are able to move through
By humanoid standards, centaurs are unusually shaped. For an opponent's space when you are are moving at speed.
this reason, they are often not welcome in shops, inns, and When you take the dash action, you may over-run an
other structures. This doesn't really bother the centaurs – opponent. To use this feet, you must move in a straight line at
though it can be problematic for their traveling companions. your opponent and through the opponent's space. When you
It is also problematic when procuring gear. Special harnesses collide with them, you may make a single slam attack against
are needed to carry their goods (if they choose to carry any). your opponent. This slam attack deals damage equal to 1d10
And their armor must be custom made. All of which carries a + your Strength Modifier. Additionally, your target must
hefty price tag. succeed in a Dexterity saving throw (DC equal to 8+your
proficiency bonus+your Strength Modifier) or be moved 5 feet
Centaur Names to one side (of your choice) of your path and be knocked
Centaurs have the same vocal functions as humanoids, and prone. They can not make an opportunity attacks against you
as such have names that can be pronounced by the other until the start of their next turn.
races with ease. They tend to choose names for their children
that sound impressive and mystical, trying to encapsulate Flashing Hooves
their connection to nature with the very sound of their name. Prerequisite: Centaur Race
Male Names: Uoconos, Halus, Glowes, Sypytion, You have learned how to retreat safely from combat, either
Wrugolus, Strybran, Iylans, Griwill, Cywylath, Nebacron. by rearing up or otherwise lashing out with your hooves. You
Female Names: Modaemon, Grohyrus, Cikeus, Paweus, leave a threatened space, you no longer provoke attacks of
Orycoeus, Lamoth, Jufan, Jukall,Brodikrol, Muvisal opportunity.
Centaur Traits 5
Freigeist

Y
ou are descended from the horrifying brains. These brains provide enzymes, proteins and
aberrations known as Mind Flayers. Your fore- hormones necessary for their survival. Under the control of
runners are the scourge of sentient creatures the elder-brains, the naturally occurring psionic energy was
across countless worlds. They are psionicists of drained from the illithids minds. As such, they needed to refill
incredible power, tyrants and slavers traveling this psionic energy – and this required devouring the brains
across the planes. Their depredation and of sentient races. Freigeist freed of the domination of the
depravity know no ends. They have harvested elder-brains are no longer sapped of their psionic energy, but
entire races for their own twisted uses. The Githyanki, still require the physical nutrients of brain matter.
Githzerai, Grimlocks, Kuo-toa, and Drow are all races
enslaved, warped, and twisted by your fore-runners. They are Freigeist Names
all part of a collective consciousness – a hive mind – working Since Mind Flayers exist as part of a hive-mind, they have no
towards a common goal of total subjugation and domination. need of names. After breaking away from the collective and
You, however, belong to a settlement of Freigeist. You and elder-brains, the Freigeist learned to communicate verbally.
your people shun the name Mind Flayer with a frightening As such their spoken language is relatively new and has no
vehemence. This is because your people have escaped the words reserved for individual names. As a result, Freigeist
collective and have all become individuals free from psionic names tend to be single words or phrases that describe past
control. deeds, ideals or a driving purpose. Some of them embrace
their freedom from enslavement by adopting names from
Free from the hive mind other cultures. Freigeist Names: Thrive, Thresh, Vendetta,
Most illithids belong to a colony of Mind Flayers that are Life-bringer, Hunter, Pride, Survive.
devoted and enslaved by an elder-brain – a massive brain-like
being that resides in a pool of salty water near the center of Freigeist Traits
the colony. From this pool, the elder brain telepathically Your Freigeist character has an assortment of inborn abilities
forces members of the community to do its bidding. Illithids that are part and parcel of illithid nature.
in your community have either been living without an elder- Ability Score Adjustment: Your Intelligence score
brain or have risen up against the brain that once controlled increases by 2 and your Charisma score increases by 2.
you. Once free of this controlling influence your friends, Age: Freigeist reach adulthood by 15 and live upwards of
family, and community members fled to the surface world 200 years old.
and away from the oppressive gloom of the underdark. Since Alignment: Freigeist can be of any alignment, but
you have known the chafing shackles of slavery and psionic centuries of conditioning by elder-brains have structured the
control, you fight against anything that seems to be a illithid brain to favor order – as such, Freigeist tend toward
representation of oppression or slavery of any kind. lawful alignments.
Size: Freigeist are similar in size to humans, standing a
Psionically Gifted couple inches shy of 6 feet tall. Their bodies are more slender
In spite of the fact that they have fled from your past and than the average human. Your size is medium
history of psionic domination, Freigeist are possessed of Speed: Your base walking speed is 30 feet.
potent psychic abilities. Without the discipline enforced by an Darkvision: Used to living in caves, your eyes are
elder-brain, these psionic talents are mostly untrained and exceptionally sensitive in low light conditions. You have
considered wild talents. Freigeist can communicate with superior vision in dark and dim conditions. You can see in
anyone who is psionically sensitive (any creature with psychic dim light within 60 feet of you as if it were bright light, and in
powers, including other Freigeist and psionicists) darkness as if it were dim light. You can't discern color in
telepathically – speaking mind to mind. darkness, only shades of grey.
Psionic Resistance: Your innate psionic abilities make you
Extreme Cultural Bias particularly resistant to psionic attacks. You have advantage
Due to the atrocities caused by your species across the on saving throws against psionic abilities. Additionally, when
planes (not to mention the extremely alien and distinctive you are the target of a spell that allows a saving throw against
appearance of your race) Freigeist will elicit an extreme a save that you are proficient in, you have advantage on these
reaction from those around you. Members of many races will saving throws.
simply avoid you on site, while the Drow, Duergar and others Telepathic Prowess: Freigeist can telepathically
will be extremely hostile. This can actually work to your communicate with others of their species, as well as any
benefit while adventuring as Troglodytes, Ogres, Grimlocks character gifted with psionic abilities, without the need for
and the like may do your bidding simply as a matter of the Telepathy psionic power.
course; or may flee from your presence altogether. Echoes of the Hive: Due to centuries under the dominion
of the elder-brains, Freigeist are particularly vulnerable to the
The Hunger mind influencing effects of their deep dwelling cousins. When
Mind Flayers evolved under the control of the elder-brains a Freigeist player character is targeted by a spell effect or
that dominated them. The activities that they engaged in psionic ability cast by a Mind Flayer, they are at disadvantage
changed them in ways that make most sentient beings cringe to resist these effects.
and shudder to even think about. In short – illithids eat

6
Languages: You can speak, read, and write Common and
Deepspeech. Additionally, you can read and write Quall, a
written language unique to the Freigeist race – a tactile
language that consists of subtle raised sigils on special
parchment that are read with the tentacles.

Freigeist Feats
The following feat is available to Freigeist characters.
Projective Telepath
Prerequisite: Freigeist Race
You are able to use your telepathic gift to communicate
with creatures that are not psionically active. Your telepathic
prowess now allows you to communicate telepathically with a
willing, sentient creature in your line of sight – whether or not
they have any psionic abilities.

7
Gnoll Names
Gnolls Gnoll names are typically unpronounceable by humanoid
“They say don't judge a book by its cover, right? Why would races – they just don't have the vocal capabilities for it. Their
you judge me by appearance, then?” names are composed of guttural syllables punctuated by
As is the case of sorcerers, gnolls are born of spurious growls and the snapping of jaws. When dealing with other
origins. Typical gnolls are feral creatures that rip through races, however, Gnolls tend to take on names that describe
small towns, feasting on the flesh of their humanoid victims, their deeds. Gnoll Deed Names: Redjaw, Masher, Stonewall,
but some find that life to be distasteful and walk away from Giggles, Questions the Skys, Gore Singer, Ill-Bred, Mocks the
their demonic origins. Night, Trails of Dust, Splintered Tongue.
Demonic Origin Gnoll Traits
The origins of the beast men can be traced back to antiquity Your Gnoll character has an assortment of inborn abilities
when a demon lord stumbled into the Material Plane and that are part and parcel of Gnoll nature.
went berserk. Packs of hyenas followed in the demon lord's Ability Score Increase: Your Dexterity score increases by
wake, feasting on the carnage left by his slaughter. The 2 and your Constitutions score increases by 2.
corrupting influence of the demon lord left a mark on his Age: Gnolls are relatively short lived. They reach physical
kills. As they feasted and glutted themselves on the flesh of maturity by age 12 or 13 and live an average of 45 years.
sentient creatures, they became tainted. This taint caused Alignment: Those gnolls that have walked away from their
changes in the gnoll's physical form. They followed the demonic natures struggle with the concept of lawful behavior
demon lord gleefully until he was banished back into the and tend to be of a chaotic alignment.
abyss. Left with no purpose, they scattered across the globe Size: Gnolls stand between 6 and a half to 7 and a half feet
to unleash havoc. tall and average 350 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Nomadic Nature Darkvision: Touched by demonic the demonic influence
While gnolls are sentient humanoids, they are still closely that crafted your ancestors, you can perceive things that the
bound to their origins. Like the hyenas they were created average person cannot. You have superior vision in dark and
from, gnolls tend to be nomadic – traveling across the land in dim conditions. You can see in dim light within 60 feet of you
search of adventure and resources. Even if they are in a place as if it were bright light, and in darkness as if it were dim
with an abundance of food and supplies, they find the need to light. You can't discern color in darkness, only shades of gray.
travel irresistible. As such, they do not stay in one place for Rampage: While you walk upright, you have the ability to
long. This nomadic nature makes it difficult to form lasting drop to all fours like the hyenas you are descended from.
friendships, but makes them ideally suited for the life of an Doing so allows you to take the Dash action as a bonus action
adventurer. (in the same way a rogue uses their cunning action). When
you do this, you may only make attacks with your teeth and
Bestial Creatures claws.
Gnoll adventurers are constantly at odds with their bestial Sharp of Tooth and Claw: Your animal nature has given
and demonic natures. When participating in combat, gnolls you sharp teeth and claws that you can attack with. These are
find themselves fighting to maintain control. The sound of natural weapons and cannot be taken from you. Whenever
clashing weapons and scent of blood call to the monster you would be able to make a melee weapon attack, you may
lurking deep within. In spite of this, or perhaps because of it, instead make a bite or claw attack using your strength
gnolls seek out the thrill of combat whenever they can. This modifier. Claw attacks deal 1d4+strength modifier slashing
leads gnolls to be more hands on in combat roles and avoid damage and bite attacks deal 1d4+ strength modifier piercing
magic using classes. However, while rare, there is nothing damage. You are considered proficient with your bite and
preventing gnolls from mastering magic as well. claw attacks.
Demonic Willpower: You have advantage on saving
Wild Visage throws against charm effects.
To those who do not know differently, Gnolls appear to be Canine Senses: You have advantage on perception checks
slavering beasts. Gnolls are humanoid creatures, appearing that are based on scent and hearing.
to be half man/half hyena. They walk upright on canine, Languages: You can speak, read, and write Common and
digitigrade legs. They are capable of running and moving on Infernal.
all fours for bursts of speed. Long, wiry arms end in clawed
hands. Their entire body is covered in course fur. While Gnoll Feats
technically medium creatures, they maintain that label by the
narrowest of margins – a couple more inches and gnolls Pack Tactics
would be considered large creatures. Prerequisite: Gnoll Race
Gnolls are effective pack hunters and coordinate well with
Indistinguishable Genders others. As long as one of your allies is within 5 feet of your
Like their hyena origins, gnoll genders are almost target, you have advantage on attack rolls made against that
indistinguishable from one another without an almost target.
medical examination of their nether regions. The females of
the species have mock or vestigial male genitalia in addition Pestilent Bite
to the normal female parts. Prerequisite: Gnoll Race

8
You are especially close to your hyena origins and your mouth
is a bastion of disease. When you make a successful attack
with your bite and deal at least 1 point of damage to your
target, your bite poisons them. The target must make a
Constitution saving throw against a DC of 14. If they fail the
roll, they become poisoned for 1 hour or until they take at
least 1 minute cleaning the wound. If they succeed on this
saving throw, they are immune to your Pestilent Bite for the
next 24 hours.

9
Husk Traits
Husk Ability Scores. Your Strength, Dexterity, Intelligence,
"I like not being dead. Anything beyond that is just icing on Wisdom and Charisma Scores increase by 1. Your
the cake.My undead cake of livingness." ~Jhonen Vasquez Constitution score drops by 2.
While visiting one of the cities of the prime material plane, Breathlessness. Husks have no need to breath. They do it
one will see the more common races in abundance, and the out of habit, but can go without breathing or the need to.
uncommon races to a lesser extent. Rarely, one will lay eyes Darkvision. Attuned to the negative energy permeating the
on one of the truly rare races. One such race is the Husk. material plane, you use it to penetrate the darkness. You have
superior vision in dark and dim conditions. You can see in
Visage of Death dim light within 60 feet as if it were bright light and in
Some rare few are born as a repository for negative energy. darkness as if it were dim light. You cannot discern color in
Some say that Husks are born without souls, and they would darkness, only shades of grey.
not be wrong. No one is quite sure why, but all husks are born Vigilance of the Dead. You do not need to sleep.
of human stock. Gaunt, pale, and cadaverous – Husk's Age. Husks reach adulthood in their late teens and stop
appearance reflects the negative energy coursing through aging at sometime between their 21st and 35th birthday.
their bodies. The presence of this negative energy makes the They live indefinitely until destroyed.
Husk one of the few forms of Naturally Occurring undead. Alignment. Husks tend toward neutral alignments. Size.
The birth of a Husk is a random event and cannot be Husks vary widely in height, ranging from just under 5 feet
predicted. However, if two Husks find each other, they will tall to well over 6 feet tall. They are all thin to the point of
breed true. being cadaverous.
Speed. Your base walking speed is 30 feet.
Long Lasting Languages. You can speak, read, and write Common and
Husks grow and mature at the same rate as humans. one extra language of your choice. Husks typically learn the
However, they stop aging once they reach physical maturity – languages of other people they deal with including obscure
some time between 21 and 45. At this point, the Husk's bodily dialects. They are fond of peppering their speech with words
functions cease being necessary – they continue purely as a borrowed from other tongues.
reflex. They will continue to breathe and their heart will
continue to beat, even though it's not required. This means
that Husks do not age and do not need to breathe. Husks are
effectively immortal. As long as they are not killed, they will
not die of natural causes. Their appearance coupled with this
agelessness makes it difficult for Husks to maintain
relationships with other humanoids. Their longevity gives
them a perspective that even the longer lived races lack. If
one can get past the discomfort caused by the negative
energy residing in human form, they will have a a friend for
life.. and beyond. The fact that they will out live everyone they
ever meet is not lost on them. There is an air of sadness to
Husks, as they know everything and everyone else in their
lives is fleeting.
Husk Lands
Husks, being born of humans, have no lands of their own.
They are commonly found where humans make their homes,
and sometimes where humans once were. From time to time,
small settlements of Husks form. These villages and towns
are often far removed from other vestiges of civilization. This
is primarily out of fear. Husks fear that normal humans will
hunt and persecute them for what they are. History has often
proven this to be true.
On Walkabout
Husks who take up the life of an adventurer all make the
choice for different reasons. Some will adventure to test their
mettle. Many of them set out to find others like themselves.
Some find themselves unwelcome in their home villages.
Others go seek treasure and gold. Still others go adventuring
simply for adventure's sake.
Husk Names
Coming from Human stock, Husks have names common to
the area they grew up in.

Husk Traits 10
Pangoli Pangoli Traits
"To build up a library is to create a life. It’s never just a As a pangoli, you have certain traits in common with your
random collection of books." ~Pangoli Proverb people.
In the depths of the rain forests and the most remote Ability Score Increase. Your constitution score increases
reaches of the savannas reside the Pangoli – a reclusive race by 2, and your Wisdom score increases by 3.
of wise sages. Few adventurers have heard of, let alone seen Age. Pangoli reach maturity by age 15 and live 80-100
the Pangoli. The Pangoli are anthropomorphic animals – years old. However, they do not suffer the effects of aging.
humanoid animals. Uplifted from the pangolin, the scaly ant Alignment. Most pangoli are good. They rarely choose
eater, in an arcane experiment, the Pangoli count themselves sides when it comes to order or chaos, as long as it is for the
lucky to have been granted sentience. Quiet and greater good of the warren.
contemplative, the Pangoli are a race of sages and scholars. Size. Pangoli are between four and a half to five feet tall.
They are slight of build, but heavily muscled – though this
Durable Beyond Belief musculature is hidden by their scaly appearance. They weigh
The pangoli, being descended from the scaly ant eater, are in between 120 and 175 pounds. Your size is Medium.
incredibly durable. Save for their bellies, the pangoli are Speed. Your base speed is 25 feet.
covered in tough scales. Unlike reptiles, however, their scales Armored. Like your pangolin cousins, you have a natural
are not a part of their skin, but modified hair, like the spines suit of armor. You gain the benefit of wearing chain mail
of a porcupine or the horn of a rhinoceros. Their scales grant without having to wear armor. Wearing armor grants no
them a natural resistance to damage. further benefit. You can use a shield as normal.
Digging Claws. You have large, developed claws that allow
Keepers of Lore
you to make an unarmed attack that does 1d4 slashing
The pangoli have an inborn and innate love of information, damage, which you are proficient with. You deal additional
lore, and the written word. Their communities have vast damage equal to your strength modifier when attacking with
libraries in all languages. A pangoli will scrounge up books, your claws.
scrolls, and stories. Even when they can't decipher the script, Inhibiting Claws: Due to the the razor edges on your
they will grab a book at a bazaar, or a scroll in a shop, claws, you cannot wield bows. When you try to draw them
muttering to themselves about the hidden mysteries. back, sharp edge of your claws sever the string of the bow.
Darkvision. Pangoli can see in darkness as if it were bright
Burrowing Denizens
light out to a distance of 30 feet.
Pangoli adore digging in the soil. Their homes and Superior Olfactory Senses: Pangoli have advantage on all
settlements tend to be sprawling burrows and warrens with perception (wisdom) checks involving your sense of smell.
large, ornate wooden doors at ground level. Unlike most Sunlight Sensitivity: While in sunlight, the pangoli have
burrowing creatures, the pangoli's homes are large and disadvantage on Attack rolls, as well as on Wisdom
comfortable. (Perception) checks that rely on sight.
Languages. You can speak, read, and write Common and
Homelands
Pangoli.
The pangoli have no country to call their own, but instead live Pangoli Feats
in the farthest reaches of the unexplored wilds. Once they
settle in the area, they begin exploring slowly, systematically Claw Training
scouring for ruins and texts, foraging for food and keeping to Prerequisite: Pangoli Race
themselves. In many cases, the pangoli are unaware that You have trained extensively with your claws in combat.
there are other humanoids still in existence, let alone living in You now deal 1d8 damage with your claws, and can attack
the same country. When they discover a humanoid with them as if they were a light melee weapon as a bonus
settlement, the pangoli often realize that there is more to action if you attacked with a melee weapon using your action.
collecting the knowledge of the world, than their tomes and
scrolls - experience. Impenetrable Defense
Prerequisite: Pangoli Race
Pangoli Language and Names When threatened, you can curl into a tight ball with your
The pangoli language is soft and subtle and sounds muttered scales facing outward. While curled up like this, you cannot
to outsiders. The language is filled with round, soft move, use skills, cast spells or attack, but you gain immunity
consonants. Their long tongues make hard consonants like k to slashing and piercing damage as well as resistance to
and t hard for them to pronounce. They can learn other bludgeoning damage.
languages – and often do so with enthusiasm in their pursuit
of knowledge. Pangoli names tend to be long and melodic.
Most of them start with the letter m, such as - Maendellyn,
Maeraddyth, Maeral, Maiele, Malgath, Mardeiym, Marlevaur,
Melandrach, Melisander, Merellien, Mhaenal.

11
Ratling Names
Ratling Most ratling names are completely unpronounceable by other
“Despite all my rage, I am still just a rat in the cage.” ~Billy races. Their names are spoken in the register that only they
Corgan and a few other races can here. They are composed of liquid,
Wherever humanoids dwell, there will always be rats. It is a soft sounds punctuated by clicks and chitters. Those who are
symbiotic relationship that has existed since the two species can hear them speak their names can only describe them as
first crawled out of the primordial ooze. With rats come name sounds, unique to each individual. In fact, with a few
ratlings. These small, dexterous humanoids hide in the exceptions, no two ratling names are the same. Since other
shadows and spaces that the other races ignore. They are races still need to address them, ratlings will often adopt
cunning, witty, and sarcastic with a dark sense of humor. names from the cultures common in the areas they grow up
Ratlings are true survivors and will do what ever it takes to in. Others are given names by their traveling companions.
ensure that they live to fight another day.
Ratling Traits
Survivors to the Core Your ratling character has an assortment of inborn abilities
City, forest, swamp, or desert – ratlings can be found in any that are part and parcel of ratling nature.
environment. They survive no matter the cost and they do it Ability Score Adjustment: Your Dexterity score is
with a tenacity that is frightening to some. In most cases this increased by 2 and your Constitution score is increased by 2.
means skulking in the shadows or running away. However, Due to the almost universal prejudice against rats and their
when they have no choice, they fight ferociously. There is kin, your Charisma score is reduced by 2.
nothing more terrifying than a ratling backed into a corner. Age: Ratlings are short lived, reaching maturity at age 9-11
and reaching old age by age 50.
Pestilent Perceptions Alignment: Since ratlings live hard lives, they tend to be
Due to the fact that rats were instrumental in spreading selfish. Most of them are neutral alignments as a result.
numerous diseases, including the plague, there is a stigma Size: Ratlings range in height from 3'7” to 4'8” with males
attached to them. People believe them to be dirty and disease being slight larger with more bulk than females. You are a
ridden – in spite of the fact that it was the flees that the rats small creature.
carried that spread these devastating diseases. The rat Speed: Your base walking speed is 40 feet.
population experienced a boom during the plague as they are Hearty Immune System: You are immune to naturally
immune to most diseases. This stigma, however, persists and occurring diseases and have advantage to resist magically
carries over onto the ratlings and tends to make people caused ones.
uneasy in their presence. In spite of this perception, rats and Counterbalancing Tails: Ratling's tails give them superb
their cousins, the ratlings, are fastidiously clean. balance. As such, ratlings have advantage on acrobatics
checks.
Fleet of Foot Languages: You can speak, read, and write Common, and
As anyone who has ever tried to catch a rat knows, they are Ratling. The ratling written language consists of sigils
fast. Nimble and quick, rodents survive most encounters with comprised of scratch marks. Similar to thieves cant, without
their alacrity alone. Ratlings are no different. They move with training in this written language, it is impossible to decipher.
a speed that is surprising to most and strike with attacks that Further, as these sigils appear to be nothing more than
are almost blindingly fast. This makes them unpredictable on scratch marks, a perception check is required to even notice
the battlefield and almost impossible to catch when they them if you are not a native speaker.
choose not to fight.
Ratling Feats
Treble Voices
Like their rat cousins, ratlings have an extraordinary vocal Rodent Survival
range. When conversing with the other races, ratlings Prerequisite: Ratling Race
purposely pitch their voices lower so that they can be heard. Your experiences early in life have given you an impressive
In spite of making a conscious effort to be heard, their voices survival ability, especially when underground. You are
are still very high pitched, often mistaken for children. considered to have expertise in the Survival (wisdom) skill,
However, among those of their own kind, ratlings can pitch allowing you to add twice your proficiency bonus to checks
their voices high enough that most of the humanoid races made with the Survival skill.
cannot hear them speaking. This allows them to
communicate freely without detection. Natural Burrower
*Prerequisite: Ratling Race
Like Bitter Herbs Like your rat cousins, your teeth and claws are incredibly
The treatment that most ratlings receive at the hands of strong. You can burrow through almost anything. Given
civilized society is poor at best - abusive at least. This has enough time, you can chew your way through anything – even
made most of them bitter. They resent most civilized areas, steel and stone. When borrowing through soft materials
even though they are needed for survival. This treatment (sand, dirt, etc.), you may do so at a speed of 10 feet per
makes most ratlings skittish and uncomfortable. They are round. Your passage leaves no trace on the ground above.
slow to trust, expecting harassment, hostility. or violence. When tunneling through harder materials, it takes you 10
However, once you earn their trust, a ratling will be the minutes per inch of material.
fiercest of friends.

12
Tessera

B
eyond the east of of the Sword Coast lay lands with learning all they can about the nature of psionic
of unexplored wastes, lost empires, deserts abilities and the remains of the keep. The Tessera tend to stay
filled with shifting magical sands, and wonders within the area immediately surrounding the remains of the
unseen. The remnants of ancient, venerable keep.
magics huddle in ruins of crumbling castles and
keeps. The wonders of the east host equally Born of Thunder and Power
wondrous creatures – such as the Sylvanoi, the The Tessera, being constructs, are not born. When the
Rakash, and Tessera. settlement needs more hands, the Tessera make a decision
In the age before the Sundering, the great mystic (as a group) to procreate. This is done via a ritual that they
Skandrannon studied the magics of the mind – psionics. discovered in the remains of the keep. It summons another
Skandrannon spent a lifetime gathering knowledge, honing great cyclone (though not as massive as the one that initially
his psionics skills, and stockpiling psionic energy in stones. created them), pounding the glassy plane with more lightning
When the tapestry of magic that lay across the land was torn as the Tessera focus their wills downward, calling out the
and sundered, Skandrannon's tower fell, and his knowledge, mystic energy, and creating more of themselves in the
skill, and power fell with him. process. As the storm subsides, the molten glassy rubble
There immense amount of psionic energy stored in begins to twitch and move, coalescing into young Tessera.
Skandrannon's keep laid undisturbed for centuries before the Even though they are new, they come into existence fully
echoes, waves of magical energy unleashed by the Sundering, formed and cognizant.
bounced off distant shores and returned to their points of
origin. These waves crashed against Skandrannon's hold, Translucent and Transparent
destabilizing the vessels containing the reservoirs of psionic The Tessera are composed of dark, translucent glass,
energy. Had anyone lived within view of Skandrannon's keep encasing magical energy and surrounding a core of psionic
they would have witnessed a new cataclysm as the vessels energy. They appear to be a humanoid form composed of
ruptured, mingled with the magic, and laid waste to the area; dark, cloudy glass bound together by ropy tendrils of magical
leaving the area nothing more than a glowing field of glass. energy with a pulsing energy core in the middle of their torso.
The mystic fallout eventually began to fade, soaking into There is a smaller, but brighter, energy core in their head.
the glass and fading into forgotten obscurity. Where the chunks of glass meet, instead of grinding, physical
That is until the Great Storm blew across Faerun. The joints; the ropes of magical energy bind the stones together.
Great Storm was a cyclone of immense power that churned Anyone who is familiar with the Tessera are able to read
its way across the continent. It was a disaster that rivaled the their emotional state and moods easily. The psionic energy
Sundering in its potency. As it reached the glassy remains of cores that are nestled in their heads change color with their
Skandrannon's keep, the long dormant psionic and magical mood.
energies stirred uneasily beneath the ground, holding the
storm in place. The fury of the storm, the lightning strikes, Tessera Names
and the energy trapped in the glassy ground all mingled. Tessera have no need to identify themselves with a collection
This energy melted and shattered the glass, and was of sounds – they have a unique psionic signature that is as
released. individual as fingerprints to those who know how to identify
Thus, were the Tessera born. The magic and psionic it. The Tessera can read these signatures as easily as other
energy trapped in the now molten and shattered glass was races can hear the names of sentients. The Tessera don't take
now conscious. names for themselves and readily accept any name given to
them by traveling companions – as long as it's given with a
Naturally Occurring Constructs positive intent. Names that are given with malice or without
The Tessera are concentrated psionic and magic energy fondness are dismissed out of hand as the Tessera are able to
trapped in bodies composed of glass. Their bodies take on a read that intent without effort.
humanoid form due to the fact that the psionic energy was
filtered through the psyche of Skandrannon. Their bodies are Tessera Traits
indescribably beautiful, prismatic psionic energy flowing Your Tessera character has an assortment of inborn abilities
through bodies composed of translucent glass. Upon close that are part and parcel of their mystical nature.
inspection, the joints of the Tessera are actually tendrils of Ability Score Adjustment: The cores that animate you are
psionic energy – focused telekinesis – holding the individual concentrated psionic energy, literally the solidified willpower
parts of their bodies together. of the great mage Skandrannon – as such, your presence of
mind and force of personality are formidable. Your Charisma
Limited Lands score is increased by 2.
The Tessera, on the whole, do not venture far from their Age: Tessera are created fully mature and there is no limit
birthplace; the remains of Skandrannon's keep. Since every to their life-span. They are effectively immortal and will live
ounce of psionic energy that was stored in the keep had been until they are killed or destroyed.
filtered through Skandrannon's body and mind, the Tessera Alignment: The method of storage of psionic energy
have his drive for knowledge and learning, and are obsessed storage that was pioneered by Skandrannon required

13
that all of the psionic energy pass through Skandrannon's Tessera Feats
mind and body. This imprinted the psionic energy with
Skandrannon's personality. Since Skandrannon was a truly The following feats are available to Tessera characters.
good person, the Tessera tend towards good alignments.
Size: Tessera stand between 5' 6” and 7' 6” tall. Your size Durable Construct
is medium. Prerequisite: Tessera Race
*Speed: Your base walking speed is 30 feet. The glass that you are composed of, coupled with the
Languages: The Tessera have no language of their own. energy that binds you together is particularly hearty. You are
Instead, they read the psionic impulses that spread outward able to persist, surviving events that would destroy lesser
when a sentient creature attempts to communicate. As the beings. Your Constitution score is increased by 1 and you
intent is to share thoughts and information, these impulses gain a +1 bonus to your AC. Additionally, you gain a +2 bonus
are relatively easy for the Tessera to read. This allows them to to death saving throws.
learn any language within minutes of being exposed to it and
communicate in the creature's own native language. Disassembler
Perception Beyond Sight: The Tessera do not have Prerequisite: Tessera Race
traditional physiology, and as such do not have have eyes. You are adept at stretching the tendrils of magical energy
Their perceptions are completely psionic in nature. This that bind you together. When you are grappled or restrained,
grants them the ability to see in a 360 degree arc around you may disassemble your body and reassemble within 5 feet
themselves. As their psyche is an imprint of Skandrannon, of your previous position. You may add your proficiency
their senses are equivalent to those of other sentients. bonus to any ability or skill check to escape the grappled or
Tessera have dark vision out to 60 feet. restrained conditions. If you already proficient in this ability
Telekinetic Buffer: Your body is composed of disparate or skill, you may add twice your proficiency bonus.
pieces of glass from the plane. Your motivating force is purely Additionally, when you escape a grapple on your turn, you
telekinetic in nature. This force creates a field around you may immediately use your bonus action to attack the creature
and buffers incoming blows, making it harder to damage you. you just escaped.
You gain a +1 bonus to your AC.
Telekinetic Reach: As an extension of your telekinetic
motivational force, you are able to detach you forearms and
hands. Once detached, you can send them away from you out
to a distance of 30 feet. Despite being away from your body,
your hands will function normally in all other ways. You can
feel with them, manipulate objects and the like. While they
are away from your body, there is a faint tendril of glowing
energy that keeps you attached to them. If some other force
cuts or disrupts this magical force, they fall lifelessly to the
ground. You must reattach the forearm for it to gain
functionality once more.
Decidedly Unstealthy: Due to the fact that you glow with a
light that is the equivalent of a bright candle or dim torch, you
have disadvantage on stealth checks involving sight.
The Ultimate Disguise: You are able withdraw all of your
energy into to your chest. When you do so, you collapse into a
pile of glass stones. Unless a creature is relatively familiar
with your race, they will simply overlook you as a pile of
rubble.
No Need for Sleep: You do not possess a brain and central
nervous system. Your thinking machinery does not get tired.
You do not need sleep, however, you still need to rest. You can
achieve the same effects of a long rest in four hours. During
this time, you must rest – you may not engage in any
strenuous activity and must remain relatively docile during
this time. If you do this, you gain the effects of a long rest
within 4 hours. Additionally, it only takes you 30 minutes to
gain the benefits of a short rest.

14
Vox

D
eep below the earth, sandwiched between the mantises – they are chitinous, have multiple legs and large
surface world and the underdark lays a realm of scythe-like forelimbs, and have a heart shaped head with
twilight. Few know of its existence and fewer sharp mandibles and large, many faceted eyes. To any who
still have ventured there and lived to tell the are not familiar with the appearance of the Vox, this
story. Mighty strongholds, keeps, and lands have appearance can be terrifying – to those who know them,
been hard worn and hewn from the depths of these features are actually comforting.
the earth – by inhuman hands.
The gloaming, a land of shadows and twilight exists Close Talking and Fear
hundreds of meters below the steps of the sentient races. The Vox, living in tunnels, caverns, and warrens too small for
This is the land of the Vox – a race of giant insects. Giant, other creatures of comparable size, are very comfortable with
however, is a relative term. The Vox are approximately the touch. They crawl over and around each other as a matter of
size of men. The Vox had never ventured out of their lands, course. This lack of space leads the Vox to have no concept of
until recently. The events surrounding the elemental evils and personal space. Additionally, the Vox naturally communicate
the demons in the underdark have recently forced the Vox with subtle nuances that rely on touch, pheromones, and
from their warrens. subtle posture. As the Vox face is chitinous and has no
The turmoil below has forced the Vox into the land above flexibility, they do not have the ability to convey emotion with
for the first time in millennia. As they came boiling up out of facial expressions.
the earth, the other races were concerned about a possible The tight quarters of the warrens are incredibly comforting
invasion and readied arms. The anticipated invasion and to the Vox. As a result, the open spaces of the sword coast
resulting war did not come – however. The Vox simply set out tend to make the Vox terribly uneasy. They can adjust to it
to explore and find a new place for their nurseries and with time; but most will skitter for cover when confronted
families. with a shadow from overhead, as their instinctual fear of
The crops and livestock that the Vox had come to rely on in predators and uncertainty out in the open kicks in.
the gloaming did not fare well on the surface world, so they
were forced to search for new sources of food and survival. Vox Names
This brought them into direct contact with the other races of The Vox language is unpronounceable to most other races, as
the overworld. The initial contacts did not go well for either are their names. Their names are incredibly descriptive of
side, as the Vox's appearance is alien and terrifying to most each individual and contain a description of the individual's
sentient creatures. description, place in Vox society, family, profession and deeds.
After many unfortunate encounters, an uneasy peace was Most of the other races choose names that seem to fit their
reached on both sides. The Vox, when met with violence, Vox traveling companions.
retreated again and again. Only when pressed back into their
settlements, did they fight back. When cornered, their Vox Traits
nurseries threatened, the Vox fought like only a hive could Your Vox character has an assortment of inborn abilities that
fight. Eventually, the other races came to realize that the Vox are part and parcel of their technological background and
were no threat as long as they were allowed to live nature.
undisturbed. Ability Score Adjustment: Vox are durable, and able to
resist diseases and poisons with relative ease – your
The Voice Constitution score is increased by 2. Due to the psionic link of
Each Vox settlement functions as a hive – unified in purpose the Vox Hive Mind, you are able to resist most mind altering
by a telepathic signal broadcast from a hive queen. Each hive effects much easier than most of the other races; your
has a queen. While each of the Vox serves a queen as part of Wisdom score is increased by 2. However, you are a giant
the hive mind, each of them is a unique individual. In spite of praying mantis and your appearance is frightening to others;
this individuality, the Vox all work to the betterment of the your Charisma score is reduced by 2.
hive. The voice of the queen and the others always echoes in Age: Vox reach maturity in 2-3 years and live between 50
their mind. and 60 years.
The Vox are driven to better the hive at all times. This does Alignment: Vox can be of any alignment, but the voice of
not dictate their behavior, however. The Vox have the freewill the hive imposes a certain desire for order. As such, Vox tend
to decide how best to serve the best interests of the hive and towards lawful alignments.
queen. Adventuring Vox are in the world to find resources, Size: Vox stand between 5 and 6 feet tall. Your size is
learn more about the world so the hive can survive better, or medium.
to eliminate threats to the queen. Speed: Your base walking speed is 30 feet.
Hive Mind: You are a part of the collective consciousness
Alien in Appearance of your hive. You serve an unerring purpose in life.
Scholars have described the Vox as human sized Praying Additionally, at all times, you are aware of the condition of
Mantises. Their visage is, indeed, very similar to your hive's queen, the location, emotional state, and all

15
Vox from your hive within 2 miles of your location. When Scything Arms: You have large blades as part of your
meeting with Vox from your hive, they are automatically forearms, you have natural weapons with you at all times. You
kindly and welcoming towards you, and you have advantage are considered to be proficient with these weapons. You
to all Charisma based checks to deal with Vox from other cannot be disarmed of these weapons. You do not have the
hives. ability to stow these weapons, nor can they be concealed. In
Naturally Durable, Oddly Fragile: The Vox, being large all other ways, these blades function as long swords.
insects, have a chitinous exoskeleton which makes them Languages: The Vox language cannot be reproduced by
incredibly durable. Bladed weapons tend to glance of their most of the other races – they don't have the mouth parts for
armored plates, so you have resistance against slashing it. Chitin mandibles grind and produce chitters, clicks and
damage. However, this chitin can be crushed and cracked by squeaks that are unpronounceable to soft mouth parts. The
blunt force – you are vulnerable to bludgeoning damage and Vox, with some difficulty, can speak other languages. You can
take double the normal bludgeoning damage. Damage of this read, write and speak common, and any other languages you
type is incredibly painful and debilitating for the Vox. know. However, the Vox have no written language.
Difficult to Outfit: Due to your alien form, armor is
difficult to come by. All armor purchases cost you triple the
standard cost unless you are in a Vox settlement, and must be Vox Feats
made by a master armorer. You will rarely, if ever, be able to The following feats are available to Vox characters.
find armor when looting.
Antennae: Your antennae are incredibly powerful olfactory Vox Wings
organs and give you an astounding sense of smell. You may
use them to track creatures and individuals by scent alone as Prerequisite: Vox Race
long as the trail is no more than 5 days old. All Vox have wings, but evolution has forced those to be
Insectile Eyes: Your eyes are large, multi-faceted orbs set nothing more than vestigial displays. You, however, have real
wide on your head. This makes it harder to sneak up on you – wings. These wings allow you to fly at a speed equal to your
You have advantage on checks to detect creatures who are base move speed.
sneaking within 15 feet of you. However, since you see each
of the facets in the eyes as a separate image, it is difficult to Wide Set Eyes
make out fine details; you have disadvantage on investigation Prerequisite: Vox Race
checks that are based on fine, static detail. Your eyes are set wider on your head than most of your
brethren. This makes it much more difficult to sneak up on
you. You may make a perception check in any situation that
stealthy creatures would otherwise be able to sneak up on
you. Additionally, you cannot be flanked if your GM is using
the optional flanking rules.

16
Class
Archetypes

17
Barbarian Archetypes
Ape Totem Armor of the Dead
At 6th level, you may craft a vest of bone. In regards to your
In some ecosystems, bears, eagles, wolves, elk, and tigers are unarmored defense class feature, this vest does not count as
not all that common. As such, the totem warriors embrace armor. It does, however, increase your Armor Class by +1.
other beasts as their totem spirits. In the forests and jungles Additionally, you gain resistance to necrotic damage. While
of the material plane, great apes wander. Quiet and wise, raging, this resistance becomes immunity to necrotic
these noble beasts inspire awe and fear of the natives. The damage, instead. Only you can gain these benefits from this
barbarians of these areas venerate them and pattern their vest. It takes 8 hours to craft Armor of the Dead.
lives after them. Thus the Totem of the Ape was born.
Pall of Undeath
Fists of the Great Apes At 10th level, your quest to vanquish the unquiet dead has
Starting at 3rd level, when you choose this path, your tainted you with the negative energy of undeath. You have
unarmed strikes use a d4 for determining damage instead of become nearly indistinguishable from the undead. When
a d4. While raging, this increases to a d8. Additionally, your undead creatures look at you, they see another undead
totem grants you expertise with Athletics (Strength) checks. creature. Additionally, you may choose to be affected as if you
were undead for any spell or effect that affects the undead.
Savage Shove
Starting at 6th level, you have learned how to use your Scourge of the Dead
strength to move foes around the battlefield. When you use At 14th level, you have mastered the art of destroying the
the shove action, you can move the enemy 5 feet in any undead. While you are raging and using the weapons you
direction (not just away from you. If they collide with an crafted with your Bone Armory, you deal an additional 1d8
object or structure, they take damage equal to your unarmed points of damage against undead creatures. Additionally, you
strike. If you move them into another creature, the damage is gain advantage on all saving throws against magical effects
divided between the two. Any creature damaged by this action and spells cast or caused by undead creatures.
is knocked prone.
Praetor
Dauntless Drive
Starting at 10th level, you develop the ability to ignore the Fighting with reckless abandon, barbarians that follow the
pain associated with being wounded and push on. Once per path of the praetor appear to be a blur of blades, blood, and
rage, you may use your bonus action to gain temporary hit bone. Erratic and graceful, as they dance to the silent song of
points. The temporary hit points gained are equal to 1d10 battle, they dance a dance of lethal agility and intent. Praetors
plus your level in the barbarian class. These temporary hit tend to hail from nomadic tribes, lending their blades to any
points fade when your rage ends. cause they believe in... or which pays well enough to purchase
their loyalty, however temporarily. They learn the song and
Fists of the Silver-back dance of battle, taking up new steps from every opponent
Starting at 14th level, your blows have become truly they face in battle.
terrifying. When you make a successful unarmed attack Praetors treat any one handed slashing weapons as having
against a prone or grappled foe, you automatically score a the Finesse property. You can only enter a Devilish Dance
critical hit. Additionally, the target must make a Constitution rage while wielding slashing weapons and wearing no armor.
saving throw against a DC equal to 8 + you Strength Modifier You may not enter a Devilish Dance rage while using a shield.
+ your proficiency bonus. If the target fails, they are stunned Your rage ends if you do not meet these prerequisites, any
til the end of your next turn. prerequisites for raging normally, or if you do not move at
least 5 feet on your turn.
Path of the Bone Rattler Additionally, you gain proficiency in the Performance skill
and may use Dexterity in place of Charisma for any checks
As the winds of undeath flow over the material plane, it involving dance. Your Reckless Attack and Primal Champion
leaves people broken and maddened with grief. None embody class features may now use Dexterity instead of Strength.
this more than the barbarians who call themselves the bone Your speed increases by 5 feet while you are not wearing
rattlers. These cursed few are driven by revenge and grief. armor or using a shield.
Most are driven so far that they debase themselves and
become worse than that which they hunt. One can only dance Devilish Dance
along the edge of the abyss before you fall into the depths Starting at 3rd level, you embody the battle song and become
below. a whirlwind of destruction. While raging, you gain the
following benefits:
Bone Armory
When you choose this Primal Path at 3rd level, you may 1. You have resistance to bludgeoning, piercing and slashing
construct weaponry from the bones of the dead. These damage
weapons deal the normal damage for weapons of their type. 2. When you make a melee weapon attack using a weapon
Additionally, while raging, these weapons deal necrotic that uses your Dexterity modifier. You gain a bonus to
damage instead of its normal damage type. damage rolls as shown in the Rage Damage column of the
Barbarian Class Table.
18
1. You have advantage on Acrobatics (Dexterity) checks and Frolic with Death
Dexterity saving throws. Starting at 10th Level, the line between yourself and the
2. When you make an attack against an enemy, you don't battle song has become blurred. Starting at 10th level,
provoke opportunity attacks from them until the start of when you move at least 5 feet before you attack and make
your next turn. a melee attack with a slashing weapon using your
Blade Singer
Dexterity Mod, your weapon attacks deal an additional
Starting at 6th level, you begin to sing the battle song as you 1d6 damage. You may not use this class feature if you are
rage. You keen and wail as you storm around the battlefield. wearing armor or using a shield.
You have begun to focus your dance into a particular style. Dance of Ruination
Choose one of the following options. Starying at 14th level, you are now the pure embodiment of
Blurred Blade Defense: Your blade is a blur, deflecting the battle song – an avatar of death whirling across the
incoming blows with ease. While you are wearing no battlefield. When you rage, you may enter the Dance of
armor, not using a shield, and using a one handed slashing Ruination. If you do so, for the duration of your Devilish
weapon, your armor class is increased by +1 Dance rage, you gain an Extra Attack as per the class feature
Storming Blade Strike: The battle dance allows you to of the same name – adding one extra attack to your class
move swiftly across the battlefield. When you successfully feature. Once your Dance of Ruination ends, you suffer one
hit with an opportunity attack and are wielding a slashing level of exhaustion.
weapon, you may move up to half your speed after the
attack. This is part of the same reaction and does not
provoke opportunity attacks.
Withering Blades: Your attacks are so savage that your
opponents are convinced they are facing a wall of blades.
When you are wielding only slashing weapons in both
hands, and you make an offhand attack, you may add your
Dexterity modifier to the damage of the second attack.

19
At 3rd level, you gain a sense of how things should be. This
Bardic Colleges allows you to know when something isn't right and gives you
an edge that others do not possess. You gain advantage
College of Ancient Melodies against effects that you can see or hear, such as traps or
Some say the planes were spoken into existence. Others say spells. If you are blinded, deafened or incapacitated, you can't
it all began with a song. The entirety of reality is a tapestry of use this ability.
metaphysical notes called the Symphony. Bards of the Uncanny Dodge
College of Ancient Melodies have learned to tap into the
symphony and manipulate its notes to produce effects that Starting at 6th level, when an attacker that you can see hits
other bards can only hope to master. you with an attack, you can use your reaction to make an
uncanny dodge to halve the attack’s damage against you.
Bonus Proficiencies
When you join the College of Music at 3rd level, you gain Irrepressible
proficiency in the Performance skill, if you already have that At 14th level, you become almost unstoppable. When you are
skill, you may pick another charisma based skill of your below half hit points, you may take an action to spend one use
choice. In addition, you receive proficiency with two musical of your bardic inspiration to bolster yourself and fight on.
instruments of your choice. When you do this, you regain hit points equal to 1d10+your
levels in bard.
Song of Preservation
Starting at 3rd level, you may expend one use of your bardic College of Lament
performance to play a song that preserves the lives of those Most bards focus on learning the songs and poems of the
around you. As an action during combat, you perform this great heroes of ages gone by – songs of hope, joy, and victory.
song. Each round you sing allows all allies that are 0 hit Bards of the College of Lament are the antithesis of these
points to be automatically stabilized. This song lasts for five bards. Instead of inspiring their allies, the power of these
minutes and requires concentration to maintain. bards is focused on demoralizing and inspiring dread, fear,
Melpomene and despair in their enemies.
Starting at 6th level, you have learned a melody that disrupts Few of them are evil, but most of them are chaotic in
the magic around you. As an action in combat, you can nature. With tails of woe and tragedy, they travel the land
expend one use of your bardic inspiration to play this song. granting the release of tears to many that need it. Some
This song forces enemies within 60 feet of you to make a perform at funerals, and others travel the land recording the
concentration check to cast a spell. If the target fails this time and place of death of great heroes. After all, the death of
check, they are unable to cast the spell, but retain the spell great heroes make the best songs.
slot. If a spell that requires concentration is already in effect, Expanded Spell List
the caster is at disadvantage on concentration checks to Starting at 3rd level, the following spells are added to your
maintain the spell. This song lasts for one minute and spell list.
requires concentration to maintain.
Spell Level Spells
Song of Revelations
Starting at 14th level, you are able to sing a song that echoes 1st Inflict Wounds
around you, revealing reality as it truly is. As an action, you 2d Ray of Enfeeblement
may expend one use of your bardic inspiration to play this 3rd Bestow Curse
song. As long as you are playing, you and your allies within 30
feet of you gain the benefits of a True Seeing spell. This song 4th Blight
lasts for five minutes and requires concentration to maintain. 5th Contagion

College of Fortune Dirge


While some bards are poets, spell casters, or warriors, others Starting at 3rd level, you can demoralize your enemies with
scour the earth for what riches, fame, and fortune they can your bardic inspiration. When an enemy makes a saving
find. These bards are less about performance and inspiration throw or attack roll, you may expend one use of your bardic
and far more concerned about survival. Other bards scoff at inspiration to force that enemy to make the roll at
this admirable self interest, but adventuring parties are disadvantage. You must choose to use this ability before the
constantly on the lookout for a Fortune College bard. roll is made. Creatures that are immune to being charmed
are immune to this effect.
Bonus Proficiencies
When you choose this college at 3rd level, you gain Threnody
proficiency with a single skill of your choice. You also gain At 6th level, your music affects your enemies in a deeply
proficiency with thieves tools and improvised weapons. profound way, breaking their wills. As an action, you may
expend one use of your bardic inspiration to terrify your
Premonition enemies. When you use this ability, every enemy within 60
feet of you that can hear you must succeed in a Charisma
saving throw against your spell save DC or be frightened of
you for one minute. You may use this ability once per rest.

20
Requiem
At 14th level, you gain the ability to crush your enemies with a
word. As an action, you may expend one use of your bardic
inspiration to force one creature within 60 feet of you that
can see you to make a Charisma saving throw against your
spell save DC. If the creature fails this check, they are
paralyzed with fear for a number of rounds equal to your
Charisma Modifier. If they succeed in this check, they are
merely frightened of you for a number of rounds equal to your
Charisma Modifier. You may use this ability once per long
rest.

21
This state requires an action to enter. After you use this
Cleric Archetypes feature, you cannot use it again until you finish a short or long
rest.
Clerical Domain: Luck
The gods of luck favor the brave... and the foolish. In the case Clerical Domain: Travel
of clerics that align themselves with the gods of luck, there is The gods themselves exist in the far reaches of the planes.
rarely any difference. These beings and their servants revel in Their power reaches across vast metaphysical distances to
randomness, chance, and chaos. Clerics of the luck domain empower their chosen clerics. As such, it is only natural that
often have more of the attention of their gods than clerics of some of these divine beings would govern the domain of
other domains. These deities watch closely and intervene in travel. Clerics of the travel domain are explorers and find
small ways – changing fortune when it matters most... or their enlightenment and joy in the simple act of traveling.
when an incredible stroke of luck would serve them best.
These gods reward those who take on impossible challenges Travel Domain Spains
or unbeatable odds. Level Spells
Luck Domain Spells 1st Longstrider, Purify Food and Drink
Level Spells 3rd Pass Without Trace, Locate Animals or Plants
1st Bless, Bane 5th Phantom Steed, Leomund's Tiny Hut
3rd Enhance Ability, Remove Curse 7th Freedom of Movement, Dimension Door
5th Bestow Curse, Remove Curse 9th Teleportation Circle, Tree Stride
7th Locate Creature, Divination
9th Mislead, Seeming Channel Divinity: Pathfinder's Blessing
You may use your channel divinity class feature to relieve the
effects of exhaustion on one target of your choosing. You
Bonus Proficiencies touch this creature and expend one use of your channel
At 1st level, you gain proficiency with two gaming sets of your divinity. When you do so, the target may ignore the effects of
choice. one level of exhaustion until their next long rest. This ignored
level of exhaustion still counts for calculating recovery from
Channel Divinity: Fate's Grace exhaustion and for the total detrimental effects of exhaustion.
Starting at 2nd level, you may expend one use of your Repeated uses of this class feature will ignore further levels
Channel Divinity class feature to make one attack roll, saving of exhaustion.
throw, or ability check at advantage.
Alacrity
Channel Divinity: Fortune's Cruel Smile Starting at 1st level, you are exceptionally nimble. You gain
Starting at 2nd level, you may expend one use of your +10 feet to your base walking speed.
Channel Divinity class feature to force an enemy to roll an
attack roll, saving throw, or ability check at disadvantage. Unchecked Movement
Starting at 2nd level, naturally occurring difficult terrain does
Near Miss not impede your speed. Difficult terrain caused by spells and
Starting at 6th level, your luck is truly astounding. You can other effects is still treated as difficult terrain for purposes of
call upon your deity to change the odds in your favor. When calculating movement speed. Additionally, you have an
you make an ability check, a saving throw, or make an attack inherent and intuitive sense of direction and always know
you can use this feature to add a d10 to your roll. You can do which way you are facing – north, south, east, or west.
so after the roll is made, but before any of the roll's effects
occur. Once you use this feature, you can't use it again until Channel Divinity: Improved Pathfinder's
you finish a short or long rest.
Blessing
Divine Strike Starting at 6th level, your Pathfinder's Blessing has increased
At 8th level, once on each of your turns when you hit a in power. When you use this class feature, you may choose
creature with a weapon attack, you can cause the attack to one of the following effects: You may completely remove one
deal an extra 1d8 damage of the weapon's type to the target. level of exhaustion from your target; You may allow them to
When you reach 14th level, the extra damage increases to ignore two levels of exhaustion per use.
2d8.
Elusive step
Luck's Darling Starting at 6th level, you have the ability to pass through
Starting at 17th level, you can enter a transcendent state threatened areas without triggering attacks of opportunity. As
which allows your deity to work directly through you. During long as you do not start your turn in a threatened square, you
this time, you are one with your deity and they move their may pass through threatened areas as if you had used the
hand to your advantage. During this time you have advantage disengage action. This ability does not take any action to use.
on ability checks, attack rolls, and saving throws. You can
maintain this transcendent state for one minute.

22
Potent Spellcasting Duplicity
Starting at 8th level, you may add your Wisdom modifier to all Starting at 1st level, you gain expertise in the Deception skill.
damage you deal with cantrips. Additionally, you are able to lie while under the effects of any
spell or effect that detects lies. While under such an effect
Exemplary Teleportation (such as Zone of Truth), you may make an opposed (insight vs.
Starting at 14th level, teleportation mishaps never happen to deception) check at the beginning of the spell. If you succeed,
you or other creatures traveling with you. you are able to lie freely and undetected. If you fail – the spell
functions as normal.
Channel Divinity: Superior Pathfinder's
Blessing Channel Divinity: Divine Legerdemain
Starting at 17th level, when you use this class feature, you Starting at 2nd level, you may use your channel divinity class
can remove two levels of exhaustion from your target or allow feature to change the spells you have readied for the day.
them to ignore 3 levels of exhaustion. When you use Divine Legerdemain, you may swap one of
your prepared spells for another from your spell list. The
Infernal Rector previously prepared spell, for all intents and purposes, was
never prepared for the day. The new spell, for all intents and
There are those that worship the gods, giving them obeisance purposes, was prepared when you gained your spells for the
and the lip service of the truly devout. Then there are those day.
who have come to despise the gods – either through
unanswered prayers, personal misfortune, or direct Exalted Spells
intervention of the infernal. They use their personal power to Starting at 6th level, you are able to sacrifice spell slots in
steal from the divine itself. While not all of these clerics are order to regain an expended spell slot of a higher level. As a
evil, all of them have reason to hate the gods. bonus action, you may expend two spell slots of one level to
Infernal Rectors gain their power by stealing their spells regain a spell slot of the next level higher. (i.e. You may
directly from the gods instead of through prayer or devotion. sacrifice two 3rd level spell slots to regain an expended 4th
They will never gain the focus and expertise of a dedicated level spell slot). You may use this ability once per long rest.
cleric via divine domains. However, this is counterbalanced by
a diversity and versatility that other clerics lack. Due to the Transcendent Resistance
deceptive means by which they acquire their spells, Infernal Starting at 8th level, you have learned to avoid the searing eye
Rectors are masters of deception. of the divine. You gain advantage on saving throws against
Infernal Rector Bonus Spells spells cast from a divine source. Additionally, you are
Level Spells
resistant to radiant damage.
1st Disguise Self, Inflict Wounds Divine Spell Thief
3rd Invisibility, Pass Without Trace At 17th level, you gain the ability to magically steal the
knowledge of how to cast a spell from another divine
5th Dispel Magic, Nondetection spellcaster.
7th Banishment, Fabricate Immediately after a creature casts a divine spell that
9th Circle of Power, Mislead
targets you or includes you in its area of effect, you can use
your reaction to force the creature to make a saving throw
with its spellcasting ability modifier. The DC equals your spell
Bonus Proficiencies save DC. On a failed save, you negate the spell’s effect against
At 1st level, you gain proficiency in Deception. If you already you, and you steal the knowledge of the spell if it is at least
posses proficiency in Deception, you may choose another 1st level and of a level you can cast (it doesn’t need to be a
Charisma based skill to gain proficiency with. Additionally, wizard spell). For the next 8 hours, you know the spell and
you gain proficiency with the disguise kit. can cast it using your spell slots. The creature can’t cast that
spell until the 8 hours have passed.
Once you use this feature and it succeeds, you can’t use it
again until you finish a long rest.

23
Consort Conditioning
Druid Archetypes Starting at 6th level, the training you have been doing with
Circle of the Consort your consort has begun to pay off. When your consort uses
the attack action, it may make an additional attack for a total
The druids of the circle of the consort have all the same gifts of two attacks. Additionally, your consort may now use the
and abilities as other druids, but have channeled their dash, dodge or disengage actions as a bonus action.
connection to the wilds in a different direction than most.
Druids of this circle forge a bond with a companion animal in Primordial Consort
much the same way that Rangers do. This bond is mystical in Starting at 10th level, the bond between yourself and your
nature and runs deeper than any other bond the druid is consort begins to strengthen and your consort begins to
likely to have – the two live as one, fight as one, and survive as share in your mystical power. Your consort's attacks deal
one. extra damage equal to your Wisdom Modifier and are
considered magical weapons for the purposes of overcoming
Animal Consort resistance and immunity.
Starting at 2nd level, when you choose this circle, you gain an
animal companion that travels with you as you adventure. You Aggregate Bond
share a bond of friendship and even family with this beast. It Starting at 14th level, your consort and yourself function
fights with you and defends you to the best of its ability. It almost as one. When you cast a spell or attack a creature,
takes its turn on your initiative, though it doesn't act unless your consort can use its reaction to attack the target of your
you give it a command. On your turn, as a bonus action, you spell or attack provided that your consort is within attack
may give your consort a command. Common actions are range. Additionally, as long as you can see one another, you
available to command in combat (Attack, Dash, Disengage, and your consort have advantage on saving throws to avoid
Dodge or Help). If you are incapacitated, your consort will do being charmed or frightened.
its best to protect you and itself, but takes no other actions in
combat. Circle of the Legion
While some druids revel in the power, adrenaline and razor
Choose a beast with a CR of no more than ¼. As focus of taking on the form of beasts, others find a single
your consort, this beast gains the following form cramped and restrictive. These unusual few embrace
benefits: the swarm, choosing to become legion. Druids of the Legion
Your consort gains hit dice that can be used the use their Wild Shape ability to transform themselves into
same way as a player character. It has a number creatures that travel and fight in swarms, splitting their
of hit dice equal to your druid level and the die consciousness into shards and literally becoming each and
size is based on its size – d4 for tiny, d6 for every one of the creatures in the swarm.
small, d8 for medium)
Your consort's hit points are increased due to Hive Mind
the mystic bond the two of you share. Its Starting at 2nd level, when you use your Wild Shape class
maximum hit point maximum is equal to the feature, you no longer transform into a beast – instead
maximum for a creature of its type or 5 times becoming a creature with the “swarm” quality (such as a
your druid level, which ever is higher. swarm of bats, swarm of insects, or swarm of rats). In all
Your consort becomes more adept at many other ways, this functions like the Wild Shape class feature
tasks. It may add your Proficiency Bonus to its
AC, Attack Rolls, Damage Rolls, Saving Throws,
including CR restrictions, frequency, and duration.
and Skills it is proficient in.
Swarming Defense.
Starting at 6th level, you have become truly aligned with the
swarm – to the point where its form is almost instinctual for
If your beast companion dies, you may bond with another you. If you would take damage from an incoming source, you
animal. Doing so requires 8 hours of time spent bonding with may avoid that damage by exploding into a swarm of insects
the new animal. Your new consort does not need to be of the for a moment. You may do this whether or not you have a use
same type as your previous one. of Wild Shape left. This ability negates damage from one
source – one spell, one attack, one trap, etc. After using this
Animal Kinship ability, you cannot do it again until you have completed a long
Starting at 2nd level, you gain additional benefits that you rest.
share with your consort. You are considered to have the Beast
Bond spell prepared at all times and can cast it as a ritual on Swarm Affinity
your consort. At 3rd level, you gain access to the Beast Starting at 10th level, your affinity with swarms of creatures
Senses spell. You are considered to have this spell readied at has unlocked the secrets of summoning them. When you cast
all times and can cast it as a ritual on your consort. At 5th a spell that would summon an animal (such as conjure
level, you gain access to the Revivify spell. These spells can animals), you can choose to conjure creatures with the
only be cast on an animal that you are bonded with as your “swarm” quality instead.
consort. They cannot be cast on any other creatures.

24
Legion Additionally, while you are using your Wild Shape Class
Starting at 14th level, you have mastered the fragmentation of feature, you ignore difficult terrain caused by plants. This
your consciousness. When you use your Wild Shape class effect lasts for ten minutes or until you dismiss it as a bonus
feature, you can now become two separate swarms of action. After ten minutes have passed, the plants return to
creatures. Both swarms start occupying the same space and their original configuration.
then move apart. While you are using this ability, you are
literally in two places at the same time. Both swarms act on Root
your turn and have full movement and actions. They must Starting at 6th level, you gain the ability to sprout roots and
remain within 100 feet of each other. If they ever get farther gain endurance from the land around you. On your turn, as
apart than this, one swarm dissipates – you decide which. If an action you may root yourself firmly in the ground
one of the swarms is destroyed, the damage carries over to becoming a hybrid of man and plant. While rooted, your
the other swarm. If both are destroyed simultaneously, you speed is 0 and you cannot be moved by anything other than
choose which location you will return to your primary form digging your roots up. Your skin becomes thick and bark-like
in. When you choose to return to your primary form, you granting you resistance to slashing and piercing damage and
choose which location you will do so in. If you can cast spells immunityto bludgeoning damage from non-magical weapons.
while using Wild Shape, you may only cast from one location You are, however, vulnerable to fire in this form. You may end
in a turn, your choice. this effect as a bonus action on your turn.

Circle of the Verdant Gale Awakening


Starting at 10th level, you can animate one or two trees you
Though their organization is invisible to most outsiders, can see within 30 feet of you. These trees will do your
druids are a society that spans the land, ignoring political bidding and fight for you. When animate these trees, they
borders. All of them serve life, though most are only come alive as Awakened Trees (as found in the Monster
peripherally aware of most of the life around them – plants. Manual). When you use this class feature, it lasts for up to an
Druids of the Verdant Gale connect to the plant life around hour, until the Awakened Trees are destroyed, or until you
them in a way that very few are capable of. Your magics allow choose to end the effect. When the effect ends, if the
you to be one with your surroundings and control the plants Awakened Trees have not been destroyed, they immediately
around you. take root where they stand, becoming normal trees once
more.
Verdant Wild Shape
When you choose this circle at 2nd level, you gain the ability Shambling Guardian
to use your Wild Shape class feature to assume the shape of Starting at 14th level, you may expend two uses of your Wild
a plant creature. This feature functions exactly like the Shape class feature to become a Shambling Mound.
druid's Wild Shape feature except you replace the tag “beast”
with the tag “plant.” When you choose this circle, you can no
longer transform into beasts using your Wild Shape class
feature.
Greensong
Starting at 2nd level, while you are using your Wild Shape
class feature, you gain the ability to command nearby plants.
As an action, you can change the terrain type as long as it is
caused by plants. When you use this class feature, you
animate plants in a 10 foot radius centered on you. If the
terrain is not difficult terrain, you can command the plants in
the area to occlude the area under your control and make it
difficult terrain. Alternately, you can command the plants to
clear your path making difficult terrain into passable terrain.

25
Black Knight
Fighter Archetypes While some fighters fancy themselves the hero, the black
Antagonist knight knows he is anything but. Many are sadists of the
Wielding words as well as weaponry, the antagonist highest order, others fancy themselves servants of some dark
specializes in calling out their enemies, and forcing their power. In reality, these fighters are gifted with the ability to
attention. Personality, charisma, and wit are as important to manipulate the scraps of negative energy that remain on the
an antagonist as their sword and armor. Few can resist their material plane. They channel this energy with devastating
taunts, and fewer still can resist the onslaught the antagonist efficacy into powerful strikes and maneuvers that leave all but
will rain down upon them. the strongest opponents incapacitated.
Natural Linguist Black Conduit
At 3rd level, you have studied disparate languages to Starting at 3rd level, you have practiced channeling negative
maximize your ability to enrage your enemies. You may select energy for so long it has infused your very flesh. You are
two additional languages of your choice. You are able to granted darkvision out to 60 feet. If you already possess
speak, read, and write these languages. darkvision, the distance you can see in darkness is doubled.
Additionally, you have advantage on saving throws against
Blood and Honor being charmed or frightened.
At 3rd level, the force of your personality is hard to resist, and
your insults carry a certain amount of weight. As an action, Heartless Killer
you may issue a challenge and insult an opponent in attempt Also starting at 3rd level, you begin to absorb small amounts
to force them into a duel. You choose one creature that you of negative energy when you kill an opponent. This energizes
can see within 60 feet of you and can hear and understand your next blow, making it easier to damage your opponents.
you. That creature must succeed in a Wisdom saving throw Whenever you reduce a creature to 0 hit points, you gain
with a DC equal to 8 + your proficiency bonus + your advantage on your next attack roll. If you do not make an
Charisma modifier. If the creature fails, it will attack only you. attack within the next minute, advantage is lost.
This effect ends if any of your allies intervene in any way. You
may use this class feature a number of times equal to Dark Spectacle
Charisma modifier per short rest. Only one creature can be Starting at 7th level, your delight in slaughter and
affected by this feature at a time. manipulation of negative energy have begun to take a toll on
you – your appearance heralds pain and death. You gain
Blustering Presence expertise in the Intimidate (Charisma) skill – you are
Starting at 7th level, your self assuredness and cockiness considered proficient in the skill and may add double your
makes opponents incredibly wary. Any enemies who are not proficiency bonus to checks with this skill. Additionally, you
under the effect of your Blood and Honor class feature must may make an intimidation check as a bonus action.
make succeed in a Wisdom saving throw with a DC equal to Improved Critical
8 + your proficiency bonus + your Charisma modifier. If they Starting at 10th level, your control over the negative energy
fail, they are very unnerved by your presence. They must treat saturating your body allows you to deliver particularly savage
the area for 10 feet around you as if it were difficult terrain. blows. Your melee weapon attacks now deal critical damage
Bewildering Swagger on a roll of 19 or 20.
Starting at 10th level, when fighting an opponent that is Blighted Strike
under the effect of your Blood and Honor class feature, your Starting at 15th level, you can channel the negative energy
battle prowess and use of biting quips is intimidating to your you control and infuse your weapon with it. You may channel
opponents. You may now use a bonus action to frighten a the negative energy into your attack and deal additional
target that is under the effect of your Blood and Honor class damage. In addition to the weapon's damage, you deal an
feature. additional 2d8 necrotic damage for each hit whenever you
Incendiary Wit use an action from your Action Surge class feature to attack.
Starting at 15th level, you have learned how to communicate Necrotic Boon
your intent, insults, and challenges with devastating effect. Starting at 18th level, you gain the ability to strengthen
You may now apply the effects of your Blood and Honor class yourself from the suffering and death of your enemies. When
feature to up to 3 opponents simultaneously within range. ever you reduce a creature to 0 hit points, you gain 6
Additionally, the targeted creatures no longer need to temporary hit points. This ability does not work against
understand your spoken language to be affected. undead or constructs.
Firebrand
Starting at 18th level, you have mastered the art of Samurai
antagonizing others. Your insults, gestures and presence is so You have embraced ancient traditions passed down through
infuriating that your enemies are consumed by utter hatred. centuries. The way of the the samurai transcends simple
The effects of your Blood and Honor class feature no longer martial prowess and embraces an entire philosophy. Samurai
end when your allies intervene. learn to use their power efficiently and devastatingly with
their style of sword play as well as the way of the warrior.
Black Knight 26
To follow the way of the warrior is to live a simple life of
honor, dignity, and loyalty.
Drawn Breath
Samurai are trained to strike faster than the eye can see. This
training gives you an edge in combat. Beginning when you
choose this archetype at 3rd level,you may add your
proficiency bonus to initiative rolls. Additionally, you have
advantage on attack rolls against any creature that has not
taken a turn in combat yet.
Divided Wind
Starting at 3rd level, you gain the benefits of the Two Weapon
Fighting class feature as long as you are wielding your
Katana (long sword) and Wakizashi (short sword).
Terrifying Edge
Starting at 7th level, you have learned how to intimidate your
enemies simply with your battle prowess. As an action, you
may focus on a creature you can see within 30 feet of you.
With a flurry of your blades you strike an intimidating battle
stance. Your target must make a Charisma saving throw (DC
= 8 + your proficiency bonus + your Charisma modifier). If
they succeed in this saving throw, they are unaffected and
cannot be targeted with it for another 24 hours. If they fail,
they are frightened of you for 1 minute. At the end of each its
turns, the creature may make another Charisma saving
throw. Success ends this effect.
Full Moon Shelter
Starting at 10th level, you have learned how to protect your
friends and allies in combat. As a bonus action you can
choose one ally that you can see. When you are within 5 feet
of them, you may use your reaction to become the target of
the attack, instead. You may only protect one creature at a
time with this class feature.
Reaver
By 15th level, you have all but mastered your sword technique
and become truly terrifying. As an action, you may make a
single melee weapon attack against an opponent who has not
taken a turn in combat yet. This attack is made with expertise
(double your proficiency bonus) and deals an additional 5d10
slashing damage against your opponent. You must be
wielding a katana to use this class feature.
Silent Breath
Starting at 18th level, you have perfected the one-two strike
samurai are renown for. You strike once, and then again while
your opponent is bewildered and off-balance. You may take
two turns during the first round of combat. The first turn is
taken at your initiative check. The second turn is taken at
your initiative check -10. You may not use this class feature
when you are surprised. Once you use this class feature, you
may not use it again until you have completed a short or long
rest.

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Serpent's Fang Style: You call upon the Serpent Spirit –
Monk Archetypes allowing you to strike with deadly accuracy. As long as this
style is active, your unarmed strikes and attacks made
Way of the Beasts with monk weapons score a critical hit on a roll of 19 o 20.
Monks seek to master the world through understanding and If you roll a 19, you score a critical hit, and a critical hit is
inner strength. They take notice of the world around them a hit, regardless of the target's Armor Class. Additionally,
and walk away with new wisdom. They then pass on that you are immune to poison while this style is active.
knowledge without concern for personal glory. Hence the Tiger's Claw Style: You summon the ferocity of the Tiger
source of the animal forms has never been named. A master – strong, terrifying, and and devastatingly powerful. As
of the animal forms has mastered a form of martial arts that long as this style is active, when you make an unarmed
imitates and venerates the animals around them. strike, you may take a -2 penalty to your attack roll to deal
Bestial Styles an additional 1d6 slashing damage.
Starting when you choose this tradition at 3rd level, you gain Turtle's Defense Style: The aspect of Turtle fills you
the ability to practice the ancient bestial styles of martial arts. granting the ability to defend yourself more easily. As long
These arts allow you to call upon the animals they are as this style is active, you are more durable in combat. You
imitating and boost your own abilities with them. Using a gain a +1 bonus to your Armor Class. Additionally, you
bonus action, you may spend 2 ki points to invoke one of the gain resistance to piercing and slashing damage.
bestial styles. The Beast Stance lasts for 1 minute, until you
enter another Beast Stance, or until you become
incapacitated. You know 2 stances and learn an additional Feral Speech
stance at levels 6, 11, and 17. They styles are as follows: Starting at 6th level, you learn to speak with animals. As an
action, you may spend 2 ki points and gain the effects of the
Bear's Crushing Fists: You and the spirit of the Bear are spell Speak with Animals. Additionally, you may add your
one – granting you the force to change the battlefield. As Wisdom Modifier to all Charisma checks made while
long as this style is active, when you successfully land an interacting with animals.
attack on an enemy creature, you may force the target to
make a Strength saving throw with a DC of 8 + your Fusion of Styles
proficiency bonus + your Dexterity Modifier. If they Starting at 11th level, you have learned how the animal spirits
succeed, there is no additional effect. If they fail you may live in harmony. You may activate 2 Bestial Styles
either move them 5 feet directly away from you and knock simultaneously. You must pay the Ki cost for both styles. For
them prone, or you may move them ten feet in any the duration, you gain the benefits of both styles.
direction you choose, even through your square. They
cannot end this movement in your space. Bestial Anima
Starting at 17th level, you have the ability to call for the
Crane's Flight Style: The spirit of the Crane fills you, animal spirits that empower your fighting styles. As a bonus
granting you unrivaled grace in combat. As long as this action, you may spend 8 ki points. When you do so, you are
style is active, you are considered to have taken the engulfed in a blazing wreath of energy. This display takes the
disengage action at all times. Additionally, you cannot be shape of the spirit of one of the bestial styles that you know.
pushed or knocked prone. Any creature hostile to you that starts its turn within ten feet
Dragon's Fierce Breath: The spirit of the Dragon stokes of you must succeed on a Dexterity saving throw. The
a fire deep in your belly – allowing you to expel energy and creature takes 20 radiant damage on a failed save, half as
damage your foes. As long as this style is active, as an much on a successful one. The anima fades when you have
action, you may exhale a blast of energy, resembling dealt 80 points of damage this way, or 1 minute, which ever
incandescent blue fire. This effect is a line 5 feet x 30 feet comes first.
long. Any creature caught in the line must make a
Dexterity saving throw. On a failed save, creatures take Way of the Iron Shirt
1d6 + your monk level radiant damage. On a successful One of the 72 sacred techniques, the Iron Shirt technique
save, they take half of this damage. focuses on protecting the body from impact and damage as
Monkey's Paw Style: You channel the spirit of the well as focusing the body's Ki into devastating attacks.
Monkey – agility, speed, and mobility are it's earmarks. As Practitioners believe that directing energy into parts of the
long as this style is active, you gain advantage on Dexterity body can reinforce these parts of the body to take and deal
saving throws and Acrobatics (Dexterity) skill. Additionally, more damage. Training is vigorous, painful, and dangerous,
your jumping distances are doubled. but those who master this technique agree that it is well
worth it.
Mantis Fist Style: You call upon the spirit of the Mantis –
striking with deceptive range and speed. As long as this Firm Shake
style is active, you act as though your initiative roll was 5 Starting at 3rd level, when activating your Step of the Wind or
higher. Additionally, your unarmed attacks gain 5 feet of Patient Defense class features, you may gain one of the
reach, and you threaten spaces within 10 feet of you. following following benefits for the duration.

28
You gain resistance to slashing, piercing, bludgeoning, fire, These spells are cast without the need for verbal, somatic
and cold damage. or material components and can only be cast on yourself.
You may add your Strength Modifier to your Armor Class.
You gain advantage on checks and saving throws to resist Zephyr Impulse
being grappled, restrained, forcibly moved, or knocked Starting at 11th level, your attunement to the winds allows
prone. your to control the air around you and move like the zephyr.
As an action you may spend 4 Ki points and cast Haste on
Fists of Iron yourself. Doing so does not require verbal, somatic, material
Starting at 6th level, your unarmed attacks become more components, or concentration. Additionally, you can
potent than those of other Monks. Your unarmed attacks now manipulate the air around you as an act of will to create
deal 1d6 points of damage. This increases to 1d8 at 11th minor effects. Within 15 feet of you, you may use the wind to
level and 1d10 at 17th level. fan flames, snuff out a candle, whip your clothes into an
impressive display. Only relatively minor effects may be
Iron Bastion created this way.
Starting at 11th level, your training allows you to shrug off
blows that would fell other creatures. When you are hit by a Heavenly Stride
melee attack, you may use your reaction to reduce the Starting at 17th level, you can slip the bonds of earth and take
damage dealt to you. When you use this class feature, you to the skies. As an action, you spend 5 Ki points to cast the
spend 2 Ki points and reduce the damage dealt by 1d10 + spell Fly. Casting this spell does not require any verbal,
your monk level. If you successfully reduce the damage to 0, somatic, or material components. You also do not need to
as part of the same reaction, you may make a single unarmed concentrate while using this ability.
melee attack against the attacker if you are within range.
Adamantine Fortress
Starting at 17th level, you have conditioned your body to the
pinnacle of perfection. Your Strength, Dexterity, and
Constitution scores each increase by 2, to a maximum of 22.
Way of the Wuxia
Wuxia (pronounced Woo-shee) literally means martial hero.
Adept at melding the combat forms of the traditional monk
with mystic arts, wuxia can channel their Ki to produce
various mystic effects and manipulate their own weight. They
can move in ways that none other can, and find a peace in the
wind that eludes others. The wuxia are masters of extreme
speed, gracefulness, and agility.
Light as a Feather
Starting at 3rd level, your ki mastery allows you to negate a
portion of your own weight. This allows your to perform a
variety of amazing feats. The following abilities are available
to you.
Skyward Leap: As an action, you may cast the spell Jump.
Doing so costs 1 Ki point. Using this ability does not
require verbal, somatic, or material components.
Untrodden Step: You leave no tracks or trail in natural
surroundings and cannot be tracked by natural means
involving sight.
Lofty Gait: You gain proficiency with the Stealth
(Dexterity) and Acrobatics (Dexterity) skills. Additionally,
you may spend 1 Ki point to gain Expertise in these skills
for a 10 minute duration.
Wind Step
By 6th level, you have begun to master the art of the wind
step. You are beginning to let loose the bonds of earth and
embrace the wind. As an action, you can spend 2 Ki points
and cast the spell Misty Step or Spider climb. Alternately, you
may spend 3 Ki points and cast Water Walk.

29
have the Find Steed spell readiedat all times. Casting this
Paladin Archetypes spell does not take a spell slot. You may use this Class
Feature a number of times equal to your wisdom modifier per
Oath of the Hallowed Templar long rest.
Paladins undertake oaths for a variety of reasons. The
Hallowed Templars are considered the most holy. The Radiant Emanation
Hallowed have vowed their arms, deeds, and their very life to Starting at 7th level, your attunement to the well of radiance
serve the greater good – at all costs. While this means most within you allows you to heal your allies in an impressive
of these templars are of lawful and good alignments, they will display. As an action, you may expend a spell slot to trigger
go against the law if the greater good demands it. The your Radiant Emanation. This fills the area around you with a
Hallowed Templar follow their higher calling – standing as a soft golden light that restores vitality to your allies. Allies
beacon and paragon of good knighthood and all that is right. within 30 feet of you regain hit points equal to the level of the
Hallowed Templars are paragons of what it means to be a spell slot expended + ½ your proficiency bonus (rounded
Paladin. down) at the end of each of your turns. This will restore a
minimum of 1 hp per turn. This effect lasts for 1 minute.
Tenets of the Hallowed Templar
Immaculate Morality: I must not succumb to temptation Divine Intervention
or moral turpitude. Starting at 15th level, your connection to the radiant well
Reverential Defender: Respect all. Defend the weak from within has strengthened to the point that your subconscious
predation while empowering them to better themselves. desires are projected upon its emanations. Any creature that
Fearlessness: You shall not succumb to fear. Fear is is attacking an ally within 10 feet of you, must make a
natural, but you must present a bulwark against it. Wisdom saving throw against your spell save DC or they
Virtue: Act with honor, morality, and respect at all times. must attack you instead, if they are able.
Be deserving of the same.
Radiant Transformation
Hallowed Templar Spells Starting at 20th level, you have bonded with the well of
Level Spells radiance to the point that the two of you are almost
3rd Sanctuary, Healing Word indistinguishable from one another. You may use an action to
call the power of the well of radiance up into yourself,
5th Prayer of Healing, Warding Bond suffusing yourself with it's energy. Your skin begins to glow
9th Beacon of Hope, Spirit Guardians with powerful golden light. While this Class Feature is in
13th Guardian of Faith, Freedom of Movement
effect, you gain the following benefits:
17th Greater Restoration, Resurrection You are immune to Necrotic damage.
Radiant Damage heals you for half of the damage that
Channel Divinity
would be dealt, instead.
When you undertake this oath at 3rd level, you gain the If dropped to 0 hit points, you will automatically stabilize
following channel divinity options. Healing effects are twice as effective when cast on you
Hallowed Brilliance: You may use your Channel Divinity This effect lasts for 1 minute. This Class Feature can be
class feature to draw upon a well of hallowed light. As a used once per long rest.
bonus action, you may create a burst of radiance that
blasts outward from the palm of your hand. One creature Oath of Malice
of your choice that is within 60 feet of you and can see you Not every paladin serves goodness, righteousness, and
must succeed in a Constitution saving throw against your morality. Some serve shadow, evil deities, or their own dark
spell save DC or be blinded for a number of rounds equal desires. Depraved, vicious, and violent, these creatures have
to your Charisma modifier. A creature affected by this been referred to as anti-paladins, blackguard, despoilers, and
class feature may make another saving throw at the end of worse. While not as vile as all that, it is rare for those who
each of it's turn. On a successful save, the effect ends. undertake the oath of malice to follow a good alignment.
Light of Vigor: You may use your Channel Divinity class
feature to draw from the well of hallowed light that burns Tenets of Malice
in your soul to heal your allies. As an action, you draw Never Bow: You are the master, never bend a knee to
upon the well of radiance and begin to glow brightly. Your those who are less than you.
allies within 10 feet of you are healed when the light Embrace Chaos: Only through chaos can you reach your
touches them. Any ally in range is healed for an amount goals – embrace it.
equal to half of your paladin level (rounded down) + your Move Forward: Forget what you were... that person is
Charisma modifier. Undead within the effect will instead dead to the world. Move Forward.
take damage equal to half of that you would heal (rounded Wield the Darkness: Darkness thrives where light does
down) not. Wield shadow like a knife, excise the light.
Elysian Steed
When you undertake this oath at 3rd level, you gain the ability
to summon a mount nearly anywhere. You are considered to

30
Oath of Malice Spells Mantle of Odium
Level Spells Starting at 20th level, you can use an action to surround
3rd Bane, Vicious Mockery yourself with a tenebrous aura – causing shadows to spring
up and take on substance. This aura permeates a 30 foot
5th Darkness, Silence radius centered on you and lasts for 1 minute. Bright light in
9th Fear, Vampiric Touch this area is reduced to dim light and dim light is treated as
13th Blight, Greater Invisibility darkness. You can see through your own mantle of odium.
When an enemy that is frightened of you starts its turn in the
17th Banishing Smite, Contagion area, it takes 4d10 necrotic damage.
Additionally, you can command the shadows on your turn
Channel Divinity as a bonus action. These shadows are capable of conferring
When you take this oath at 3rd level, you gain the following the following effects: You can cloak an ally that is within the
channel divinity options: radius of your mantle of odium in a writhing mass of
shadows. The creature can see through it, but enemies
Alarming Visage: The malice and malevolence that cannot. Enemies attacking an ally that is cloaked in shadow
powers your vow can be focused into a wave of in this way have disadvantage on attack rolls against this ally.
coruscating energy that frightens your enemies. As an You can cloak an enemy your can see that is within the radius
action, you may present your holy symbol and allow the of your mantle of odium in a writhing mass of shadows. An
darkest, most vicious urges to radiate outward from you. enemy effected in this way has disadvantage on all attack
Each creature of your choice within 30 feet of you that can rolls. Additionally, you and your allies have advantage when
see you must make a Wisdom saving throw. On a failed attacking them. You can command the shadows in the area to
save, the target is frightened of you for 1 minute. If a lash out and attack a creature. You make a melee spell attack
creature affected by this Class Ability ends its turn more against the target. If the attack hits, the target is lashed with
than 30 feet away from you, it may attempt another saving solidified shadow and takes necrotic damage equal to 3d10 +
throw to end this effect. your Charisma Modifier.
Inflict Torment: As an action, you may present your holy Each of these abilities takes a bonus action to use. Once
symbol and cause a creature to be wracked with you have used your mantle of odium class feature, you cannot
unbearable pain. One creature that you can see within 60 use it again until you have completed a long rest.
feet of you must make a Wisdom saving throw or be
wracked with pain. If the creature succeeds at its initial Oath of Searing Flame
saving throw, they take half damage and the pain recedes, For a majority of paladins, the divine is a blessing, a source of
allowing them to act normally. If they fail, the creature peace, light, and succor. For those who undertake the Oath of
takes 1d10 + your Charisma modifier points of necrotic the Searing Flame, however, the divine is a pillar of flame
damage. Additionally, the pain is incredibly distracting and burning out corruption and malevolence where ever it hides.
prevents your target from taking bonus actions or They burn with a fierce inner light and devotion which is all
reactions. At the end of each of their turns, they make consuming.
another Wisdom save – failure continues the effect and
inflicts another 1d10 + your Charisma modifier in damage Tenets of the Searing Flame
as well as preventing them from taking bonus actions and Audacity: The ember knows no fear, and neither should
reactions. Success ends this effect. you. Do not retreat – keep fighting until you are
extinguished.
Malignant Touch Devour: The malevolent, cruel, and corrupt must be
When you take this oath at 3rd level, your touch can no longer punished. Feed the flames and burn them to ash.
heal other creatures. Your Lay on Hands Class Feature no Illuminate: Banish the shadows and darkness with your
longer heals others – you may still use it to heal yourself. light. Warmth: Bring warmth and comfort to those who
Now, when you hit a creature with a melee weapon attack, need it – the searing flames do not just destroy.
you can spend points from your Lay on Hands class feature to
deal the equivalent amount of necrotic damage. Additionally, Channel Divinity
damage dealt by your Divine Smite class feature now deals When you take this oath at 3rd level, you gain the following
necrotic damage instead of radiant. two Channel Divinity options.
Immolate: As an action, you may present your holy
Aura of Enmity symbol and utter an invocation to the gods of the
Starting at 7th level, you are surrounded by an aura of baleful consuming flame. One creature you choose within 30 of
energy. You and allies within 10 feet of you gain a bonus to you must make a Dexterity saving throw or be engulfed in
melee weapon damage rolls equal to your Charisma modifier flame. For one minute, the target takes 2d6 fire damage at
(minimum of +1). At 18th level, the range of this aura the start of each of its turns. At the end of each of its turns
increases to 30 feet. the creature may attempt a Dexterity saving throw to put
out the flames. On a successful save, the effect ends.
Tenacious Resistance
Starting at 15th level, you gain resistance to bludgeoning,
piercing, and slashing damage from nonmagical weapons.

31
Kindle: As an action, you present your holy symbol and Devastation of Searing Flame
utter an invocation to the gods of consuming flame. You Starting at 15th level, your flames burn with a divine intensity.
are surrounded by an aura of light resembling dancing Your spells and effects that deal fire damage ignore
flames. This aura sheds bright light for a distance of 15 resistance to fire damage. Additionally, you treat immunity to
feet and dim light for 15 feet after that. This effect lasts for fire damage as resistance.
10 minutes. While you are surrounded by this aura, you
have resistance to fire and necrotic damage. Additionally, Scion of Searing Flame
any undead or fiends that start or end their turn within 15 Starting at 20th level, the flames of retribution burn just
feet of you take 1d6 fire damage. beneath your skin. As a bonus action, your body bursts into
Transformational Casting flame and you become a being of living flame. This effect
When you take this oath at 3rd level, all spells you cast deal lasts for 1 minute and grants the following benefits:
fire damage in addition to its original damage type. When a Any creature that starts it turn within 5 feet of you takes
spell is cast on a creature that has resistance or immunity to 10 fire damage.
the original damage type must instead take damage from the You gain immunity to fire and cold damage.
type of fire. You add your Charisma modifier to any fire damage dealt
by you.
Aura of Protective Warmth You may expel a blast of fire from your hands as an action.
Starting at 7th level, you and any allies within 10 feet of you Each creature in a 5 x 30 foot line must make a Dexterity
gain resistance to fire and cold damage. At 18th level, the saving throw ore take 5d10 fire damage. Your target half
range of this aura becomes 30 feet. damage on a successful save.
You must complete a long rest before you can use this
Class feature again.

32
Starting at 7th level, you have learned how to move around
Ranger Archetypes the battle field with speed and stealth. Your base walking
speed increases by 5 feet. Every 4 levels after (11th, 15th,
Executor 19th levels), your speed increases by additional 5 feet.
A ranger's favored enemies are enemies for a reason. These Additionally, you may move at your full movement rate
favored enemies are the subject of hatred and vengeance without incurring disadvantage on stealth checks as long as
from the rangers they have wronged. Executors embody this you have some small amount of cover – shadows, foliage, etc.
vengeance, raining death and pain upon those who have
wronged them. Driven by this rage, they train extensively to Aggressive Drive
be swift and deadly. Starting at 11th level, you have learned how to move and
attack with a speed and accuracy that is bewildering to your
Murderous Blow opponents. When you use the Dash action, at the end of your
Starting at 3rd level, you have studied your favored enemies movement, you may make a single ranged weapon attack as a
and know better than most how to deal deadly blows. Using a bonus action. Additionally, if this attack is successful, you deal
bonus action, you take a moment longer than normal to target an additional 5 damage.
your blows. This allows you to add your proficiency bonus
and your Wisdom modifier to the damage rolls made against Sightless Targeting
one enemy that is a favored enemy this turn. Starting at 15th level, you have mastered the art of remaining
unseen and tracking your enemies. The barely held breath,
Unswerving Assault the change in air currents, the telltale swallow and rustle of
Starting at 7th level, you have honed your reflexes to the point clothing are like a map to you. If you are able to hear, you may
where you rarely miss. If you miss with an attack during your make a Perception (Wisdom) skill check to locate a hidden or
turn, you may use your reaction to immediately make a single invisible creature that is within 15 feet of you. Additionally,
additional attack against the same target. you make this check with advantage on the rolls.
Mistral Strike Twilight Hunter
Starting at 11th level, your attacks rain down as a veritable Not all who wander are lost, and not all rangers who walk the
storm of damage. When you make a successful weapon wilderness do so by the light of day. Twilight hunters stalk the
attack, you may use your reaction to make another attack night, hunting those who need to be brought to justice – or
with the same weapon against a different creature that is those who would hunt the hunter. Skulking in shadow, the
within 5 feet of your target and within range of your weapon. night is home and you are a nocturnal creature at heart.
If this attack is successful you may apply your Murderous
Blow damage against the second enemy even if it is not a Twilight Magic
favored enemy. The following spells are added to your spell list and are
considered Ranger spells for all purposes: Disguise Self,
Drifting Stratagem Invisibility, See Invisibility, Greater Invisibility, and Mislead.
Starting at 15th level, your mobility on the battlefield disrupts
opponents attacks and allows you to avoid damage. When Light-less Sight
attacked by a creature, you may use your reaction to impose Starting at 3rd level, your visual acuity is markedly improved.
disadvantage on that attack roll as you weave and distract. Darkness, fog, smoke, or other nonmagical environmental
You must use this ability before you know the result of the effects no longer impose disadvantage on your attack rolls or
attack. Perception (wisdom) checks relying on sight. Additionally, if
you possess darkvision, darkness is treated as bright light
Outrider instead of dim, though your sight in darkness is still black and
Scouts, ambushers, and skirmishers, the outrider is the white.
epitome of what the ranger represents – a skilled warrior
who lives in the forest and punishes those who transgress Wild Shroud
against them with subtlety and surprise. Attention to detail, Starting at 7th level, you gain the ability to confuse the special
trained reflexes, and skill with an ambush are the traits of the perception of creatures. You are able to hide as normal
outrider. against senses such as darkvision, blindsight, echolocation,
and tremorsense as though the creature did not posses these
Eagle Eye senses. This ability has no effect on spells or effects such as
Starting at 3rd level, you have trained your senses to an divination or truesight.
impressive degree. You gain proficiency in the Perception
(Wisdom) skill. If you have proficiency, then you gain Overbearing Strike
expertise in this skill. At 11th level, you may add triple your Starting at 11th level, you learn to strike with precision for
proficiency bonus to uses of this skill. maximum effect. When you attack a creature which is
surprised with a weapon attack, you do maximum damage for
Hastened Step that weapon instead of rolling. This applies only to the
weapon damage and not to any spells, abilities, or effects that
add damage – those are rolled normally.

33
Eclipse Perception
Starting at 15th level, you have learned how to obfuscate and
deflect the most potent of senses and spells to remain
unseen. As an action you can invoke a preternatural state of
nondetection. This state lasts for one hour. While using
eclipse perception you are invisible to all divination spells.
Further, you are undetectable to any magical effect that would
be triggered by your presence. Spells, such as locate
creature, cannot detect you or objects you carry. With a
successful Hide check, you can even hide from True Seeing,
although taking any action that would reveal your presence
(such as speaking, moving an object or making an attack) will
reveal your presence instantly. Spells such as augury, which
give vague predictions of success or failure, account for your
presence while calculating the results. Once you have used
this ability, you must complete a long or short rest before you
can use it again.

34
Vertical Poise
Rogue Archetypes Starting at 3rd level, have learned how to climb and fall with
Emissary of Shadows surprising grace. You gain proficiency in the Acrobatics
(Dexterity) skill if you do not already have it. You also have
There exists a sect of rogues that embraces shadow more advantage on Acrobatics (Dexterity) skill checks. When you
deeply than others. For other rogues, the shadows and climb, you do so faster than others – climbing no longer costs
silence are simply a means to an end – for you, they are your you extra movement. When jumping, you jump farther than
home. The shadows are living things and they have welcomed others – you add a number of additional feet to your jumping
you into the fold. These thieves take pride in stealing the distances equal to 1 + your Dexterity Modifier. Using a staff
impossible and making the preposterous assassination. As or pole to aid in your jumps allows you to double this number.
long as you live as a shadow, there is little beyond your reach. Additionally, you can use this ability to fall up to 10 feet times
half your rogue levels (rounded down) and land safely.
Shadow Sense
When you choose this archetype at 3rd level, you our affinity Grace Under Fire
for darkness and shadow has begun to change you in subtle Starting at 9th level, you learn how to apply your grace and
ways. You have advantage on Hide checks made with your agility to battle. You gain the ability to use the Dodge action
Cunning Action class feature. Additionally, you gain the ability as a bonus action. Recovering from being prone no longer
to see normally in nonmagical darkness to a distance of 120 costs any movement. Additionally, you do not suffer
feet. At 13th level, this ability extends to magical darkness disadvantage when fighting prone.
effects as well.
Gymnast
Umbral Shift Starting at 13th level, you have become a master of
Starting at 9th level, your link to darkness and shadow has movement. You may now use the Tumble option (as outlined
wrought profound changes in you. You have learned all in the DMG) as a bonus action. Additionally, you now have
shadows actually spring from the same source and can use Expertise in the Acrobatics (Dexterity) skill. However, you
this to move between them. As a bonus action, while you are must still take the Disengage option to exit a threatened area
in shadow (area considered dim light or darkness) you may to avoid provoking attacks of opportunity.
move instantly to another space within dim light or darkness
and within 120 feet of you. You may use this feature a Equilibrium
number of times equal to your Charisma modifier. You must Starting at 17th level, your balance is functionally perfect. You
finish a long rest to regain expended uses of this ability. may now move at your normal speed at almost all times –
even if you are balancing on a tightrope, climbing, or moving
Penumbral Cloak across a precarious surface. You may move normally
Starting at 13th level, you are becoming a being of shadow, (including when taking the Dash action), as long as you do so
able to wrap yourself in them to aid in your ability to hide. in a straight line. Additionally, when you have taken the
Any Investigation (Intelligence) or Perception (Wisdom) Dodge action and are attacked, you may immediately use your
checks against your Stealth (Dexterity) skill are made at reaction to make a single melee weapon attack against your
disadvantage. Additionally, you may make stealth checks even attacker provided they are in range of that weapon. This
when observed, in bright light or without any cover. attack is made at advantage – if you have not used your sneak
attack class feature this turn, you may do so with this
Obfuscation reaction.
Starting at 17th level, your attunement with shadow and your
obsession with stealth has become a part of every action, Shinobi
becoming part of your consciousness at the most instinctual Covert actions, espionage, sabotage, infiltration,
level. When you use your Cunning Action class feature to assassination, and guerrilla warfare are the bailiwick of the
Hide, you may cast the spell Invisibility on yourself without shinobi. Trained in the arts of an ancient tradition, the shinobi
verbal, somatic or material components. Additionally, your are considered the champion of the people, avengers of the
thoughts cannot be read and you are considered to be under poor and protectors of the weak.
the effects of the spell Nondetection at all times. Once you
use this ability, you must complete a long rest before you can Unarmored Defense
use it again. When you choose this archetype at 3rd level, when you are
Second Story Agent not wearing armor or using a shield, your AC equals 10 +
your Dexterity modifier + your Wisdom modifier.
Some rogues are happy to be nothing more than thieves and
thugs. Others, however, take the art of thievery to the level of Fighting Styles
an art form. You are trained in forms of advanced movement Also at 3rd level, your training allows you to master a
such as acrobatics, climbing, and wire walking. All of which particular fighting style. The fighting styles available to you
allow you to slip into the upper floors of buildings and the like are as follows:
– hence the name. Your regimen of training has given you
almost preternatural grace – both in combat and out. You can Archery: You gain a +2 bonus to attack rolls you make
dance around your opponents and get to places that other with ranged weapons.
people cannot.

35
Brawler: You are proficient with unarmed strikes. When Shinobi Magic
you are unarmed, you deal 1d6 bludgeoning damage with Starting at 13th level, your training lends you access to minor
your strikes. Additionally, your unarmed strikes have the mystic power. You may choose 3 cantrips from any spell lists.
finesse property. While fighting unarmed, you may use a Your spell casting ability is Charisma.
bonus action to make a second unarmed strike.
Dueling: when you are wielding a melee weapon in one Shinobi Strike
hand and no other weapons, you gain a +2 bonus to Starting at 17th level, striking from the shadows allows you to
damage rolls with that weapon deal devastating damage. When ever you are in dim light or
Two-weapon Fighting: When you are wielding a weapon darkness, you have advantage on all Stealth (Dexterity)
in each hand, you may add your ability modifier to the checks and Attack rolls. Additionally, when using your Sneak
damage of the second attack. Attack class feature, you deal the maximum damage possible
Unarmored Movement when you roll a critical hit (without the need to roll).
Starting at 9th level, when you are not wearing armor or
using a shield, your speed increases by 10 feet. Additionally,
you gain the ability to run up or along a vertical surface at
your full movement. Additionally, you may run across liquids
as if they were a solid surface. You may do this for a total
distance equal to your base movement speed.

36
is lost. Once you use this ability, you must complete a long
Sorcerer Archetypes rest before you may use it again.
Occult Conduit Scion
Born of spurious origins, you have an innate talent for magic. Like most sorcerers, scions are gifted with arcane power
This grasp of magic is merely a fluke of your biology and not from an ancient spark in their blood. Unlike other sorcerers,
a result of an enchanted bloodline. As such, you draw your they don't manipulate arcane energy and cast spells on an
arcane power from the world around you. You soak arcane instinctive level. The scion's power comes from intense
energy up like a sponge. Eventually, you learn to absorb this mental conditioning, training, and meditation.
power as it is thrown your way.
Appropriate Spell Mens Agitat Molem
Starting when you choose this origin at 1st level, you are able This is the scion's motto. Literally translated, it means mind
to use your innate abilities to draw upon the magical abilities moves matter. When you choose this sorcerous origin, you no
of others. When you are the target of a cantrip or spell, you longer need to use verbal, somatic, or material spell
may use your reaction to spend a number of sorcery points components. Your willpower becomes an arcane focus for all
equal to the level of the spell cast (cantrips cost 1) to learn the of your spells.
spell that was cast. This spell must be of a level that you can Cerebral Bulwark
cast, but does not need to be on the sorcerer spell list. You You have trained yourself to erect mental defenses comprised
cannot use this ability to learn a spell of 6th level or higher. of will alone. You gain advantage on saving throws to resist
You know this spell until you use this ability again to being charmed or frightened as well as resistance to psychic
appropriate a new spell. This spell doesn't count against your damage. Additionally, when you take psychic damage, you
total number of spells you know. may use your reaction to gain immunity to psychic damage
Spell Extraction
until the beginning of your next turn.
Starting at 6th level, you learn to extract the arcane power of Resolute Spellcasting
other creatures to fuel your own abilities. As a bonus action, You have honed your willpower into a weapon that allows you
choose one creature that you can see within 30 feet of you. to cast certain effects. As a result, the following spells are
The creature makes a saving throw using their spell casting added to your spell list.
modifier against your spell save DC. On a failure, they expend
one spell slot of the highest level they have available. This Scion Spells
refills a spell slot you have expended of equal level or lower. Level Spells
You may not use this ability if you have not expended a spell
slot. This feature automatically fails if the targeted creature 2nd Command, Sleep
does not have spell slots or has expended all suitable spell 5th Detect Thoughts, Suggestion
slots. If you Extract a spell slot of a lower level than you have 9th Clairvoyance, Sending
an opening, the spell is still extracted, but you gain sorcery
points equal to it's level. Once you succeed in extracting a 13th Confusion, Phantasmal Killer
spell slot, you must complete a long rest before you can do it 17th Modify Memory, Telekinesis
again.
Spell Hoarder Cerebral Casting
Starting at 14th level, your ability to draw on the magic of Starting at 6th level, your mental prowess has begun to
others has grown. When you use your Appropriate Spell class blossom your spells begin to devastate the mind rather than
feature, you may now retain 2 spells. When you use this the body. When ever you deal acid, cold, fire, lightning, or
ability and are already retaining 2 spells, you choose which is thunder damage with a spell of 1st level or higher, you may
replaced. use a bonus action to spend a number of sorcery points equal
to the spells level. If you do so, the spells damage type is
Arcane Sponge
psychic instead of the original type. All visual aspects of these
Starting at 18th level, your ability to absorb the arcane energy spells remain the same, save for the fact that they are tinged
around you has manifested fully. When you are hit by a with an intense purple light.
cantrip or spell that would cause you to take damage, you Sympathetic Transport
may attempt to absorb the energy of this spell and redirect it. Starting at 14th level, you are able to reach out across time
You may choose to use this feature after you have seen the and space and move yourself across the distance with but a
attack roll, but must do so before the damage is rolled. Using thought. You may choose one creature that you know and is
your reaction, you force the original caster to make a saving on the same plane as you are. By taking an action and
throw using their spellcasting modifier against your spell spending 7 sorcery points, you teleport to that creature's side,
save DC. If they fail, the spell is absorbed into your body in a arriving in an unoccupied space within 15 feet of them. Once
flash of light as you soak up the arcane energy. No damage is you use this ability, you must complete a long rest before you
dealt and you are considered to have the spell readied. As a can do it again.
bonus action on one of your subsequent turns. You may
unleash the spell as if you were the original caster. If you do
not use this stored spell before your next long rest, the spell
37
Arcane Usurper Fiendish Flight
Starting at 18th level, you are able to see the tenuous lines of Starting at 14th level, you learn to access your fiendish origin
arcane energy connecting casters to their spells and can in a much deeper way than before. You gain the ability to
sever that line. You automatically know if a creature that you grow leathery wings like those of your ancestor. Doing so
can see within 60 feet of you is concentrating on a spell. As an takes a bonus action on your turn and grants you the ability to
action, you may force a creature within 60 feet of you to make fly at a speed equal to your current speed. You cannot grow
a concentration check against your spell save DC. If the these wings if you are wearing armor not specially modified
creature fails this check, they lose control of this spell. to accommodate them. Clothing not modified to
Additionally, as a reaction, you may take over the spell. You accommodate these wings may be destroyed when you
are now concentrating on the spell out to its original manifest them. Manifesting these wings costs two sorcery
duration. You choose the spells target and other variables as points and lasts for ten minutes. When the duration is
if you were the original caster. Once you use this ability you expired, you may spend an additional sorcery point to keep
must complete a long rest before you can use it again. them for another 10 minutes. You may also dismiss them as a
bonus action on your turn. When you use your kiss of the
Sorcerous Bloodline: succubus, and they fail the saving throw, you may have these
Succubus/Incubus wings for one hour without expending the sorcery points
necessary.
The fiendish blood of the succubus flows in your veins. You
are descended from a powerful magic user that captured and Enthrall Creature
bred with a succubus or incubus and managed to survive. Starting at 18th level, your fiendish blood fairly sings in your
veins. As an action you may attempt to enthrall one humanoid
Mellifluous creature you can see within 30 feet of you. They must make a
When ever you make a Charisma skill check against a Wisdom saving throw against your spell save DC. On a
humanoid, you are considered to have expertise with that failure, they are charmed by you for 24 hours, until a remove
skill, allowing you to add double your proficiency bonus to the curse or greater restoration spell is cast on them, or until you
check. Additionally, you can read, write, and speak Infernal use this ability again. On a successful save, the creature is
and Abyssal. unaffected and is immune to your enthrall creature ability.
You have a telepathic bond with this creature as long as it
Infernal Durability is on the same plane of existence as you are. You may use this
As you master the arcane arts, your fiendish blood becomes bond to give them orders. If the target suffers any harm from
infused with arcane energy, bolstering you against physical you or your allies or a command that would result in harm or
harm. Starting at 1st level, when you take this Sorcerous the creature's death, they may repeat the saving throw, ending
Origin, your hit point maximum increases by one. this effect on a success.
Additionally, you gain one additional hit point per level when
you gain a level in this class.
Kiss of the Succubus
Starting at 6th level, you are able to access your infernal
birthright – the kiss of the succubus. As an action, you may
kiss a creature that is already charmed by you. You spend 3
sorcery points to activate this effect. When you do, the
creature must make a Constitution saving throw against your
spell save DC. This creature takes 5d10 + your Charisma
modifier in psychic damage on a failed save, or half as much
on a successful one. The target's hit point total is reduced by
the amount of damage dealt by this ability. The creature's hit
point total returns to normal after completing a short or long
rest.
When you use this ability, your fiend blood is roused and
empowered granting you one immunity of your choice shared
by your fiendish ancestor – cold, fire, lightning, or poison.
This effect lasts for one hour.

38
you gain a new spell that is considered a warlock spell. This
Warlock Archetypes spell is considered prepared at all times and does not count
against your prepared spell limit. This spell can be cast using
Otherworldly Patron: Elder one of your warlock spell slots.
Dragon
Draconic Concord
You have been chosen by an ancient wyrm - a dragon of Dragon Type Spell
incredible age and power. This dragon has shared a portion
of its power with you. Not many dragons will part with their Gold, Brass, Red Immolation
power, but those who are deemed worthy are given abilities Blue, Bronze Storm Sphere
that reflect the nature of their draconic benefactor. You must
choose your patron's dragon type when you choose this Black, Copper Vitriolic Sphere
archetype. White, Silver Cone of Cold
Green Cloudkill
Expanded Spell List
Your patron gives you access to an expanded list of spells
when you learn a warlock spell. The following spells are Draconic Aspect
added to the warlock spell list for you. Starting at 14th level, you can channel the frightful aura of
your draconic patron, frightening those around you. As an
Expanded SPell List action, you exude and aura ofawe or fear (your choice). Each
Tastiness Cookie Type hostile creature that starts its turn within 30 feet of you must
1st Chromatic Orb, Absorb Elements
succeed on a Wisdom saving throw versus your warlock spell
save DC. If they fail this saving throw, they are Charmed
2nd Detect Thoughts, Enhance Ability (awe) or frightened (fear) until this effect ends. A creature
3rd Protection from Energy, Waterbreathing that succeeds on this saving throw, is immune to this ability
for 24 hours. This effect lasts for 1 minute and requires
4th Greater Invisibility, Polymorph concentration as if you were casting a concentration spell.
5th Dominate Person, Geas Once you use this ability, you must complete a long rest
before you can use it again.
Draconic Knowledge
Starting at 1st level, when you choose this patron, you gain Otherworldly Patron: Ghostly
the ability to speak, read, and write in Draconic. When you Being
make a Charisma based skill check while dealing with In your search for arcane power, you made a pact with a
dragons and their kin (Dragon Turtles, Wyverns, Kobolds and creature long dead. This creature holds little precious power
the like) you are considered to have expertise in the skill and on its own, but when channeled through your arcane skill,
you may add double your proficiency bonus to your roll. and coupled with your living spark, it can be quite formidable.
Additionally, choose one 1st level spell from the Wizard or This being's power tinges your every working. Your pact blade
Sorcerer spell lists. This is now a warlock spell for you and is is a shimmering gossamer object, your familiars are ghostly
always considered to be prepared for you. You may cast it or albino, your spell book's pages seem to be made of smoke
using a 1st level warlock spell slot and does not count against with letters of translucent energy hanging in mid-air.
your total number of prepared warlock spells.
Expanded Spell List
Draconic Restistance Your ghostly patron allows you access to an expanded list of
Starting at 6th level, your patron grants you resistance to the spells whenever you are able to learn a new warlock spell.
energy of its breath weapon. The type of resistance granted The following spells are considered warlock spells for you.
depends on your patron.
Expanded Spell List
Draconic Resistance
Level Spells
Dragon Type Resistance
1st Bane, Inflict Wounds
Gold, Brass, Red Fire
2nd Phantasmal Force, See Invisibility
Blue, Bronze Lightning
3rd Bestwo Curse, Speak with Dead
Black Copper Acid
4th Greater Invisibility, Phantasmal Killer
White, Silver Cold
5th Mislead, Telekinesis
Green Poison

Draconic Concord Unearthly Essence


Starting at 10th level, your patron has empowered your ability When you take this patron, you gain the Chill Touch cantrip.
to deal damage. When you deal damage with a spell whose You may choose a different cantrip of your choice from the
damage is the same as your patron's dragon type, you may warlock spell list if you already know Chill Touch.
add your Charisma modifier to the damage. Additionally, Additionally, you gain the ability to perceive creatures and
objects on the ethereal plane. While you are on the material

39
plane, you can see 60 feet into the ethereal plane. Alternately, powerful enough to carry a certain amount of metaphysical
you can see 60 feet into the material plane if you are on the clout. This being empowers you with purity and grants you
ethereal plane. access to the well of light which all divine beings draw their
power from.
Phantom Skip
Starting at 6th level, your ghostly patron grants you the ability White Lighter
to step halfway between the material and ethereal planes. As Your patron is a being of light and this is reflected in the
an action, you can become ethereal until the end of your next spells they grant you access to.
turn. While in this state, you gain resistance to all damage Expanded Spell List Your patron allows you to choose from
except psychic and force damage. You can move through an expanded list of spells when you learn a warlock spell. The
creatures and objects. When you do this, you treat them as following spells are added to the warlock spell for you.
difficult terrain for calculating movement distance. If you are
occupying the same space as a creature or object when this Expanded Spell List
effect ends, you are immediately shunted to the nearest Level Spells
unoccupied space that you can occupy. You will take 1d10 1st Cure Wounds, Light
force damage for every 5 feet you are moved in this manner.
Once you have used this class feature, you cannot use it again 2nd Blindness/Deafness, Zone of Truth
until you finish a short or long rest. 3rd Beacon of Hope, Daylight
4th Aura of Purity, Divination
Quintessence Shield
Starting at 10th level, your ghostly patron has invested 5th Geas, Sunbeam
enough time and energy into your empowerment that they
take an active roll in protecting your soul. Your thoughts Nimbus of Light
cannot be read by telepathy or other similar effects unless Starting at 1st level, your patron allows you to draw from the
you allow it to happen. You are also immune to being well of light to defend yourself from evil. As an action, you
charmed or frightened. Additionally, you gain resistance to begin to glow brightly. Each evil creature within 10 feet of you
psychic damage. must make a Wisdom saving throw against your warlock
spell save DC. Any creature that fails this saving throw is
Dominion frightened of you until the end of their next turn. Alternately,
Starting at 14th level, your patron shares the secrets of you may make all of your allies within 10 feet of you to gain
possession with you. As an action, you may assume a ghostly immunity to fear til the end of your next turn. Once you use
form and attempt to possess one large or smaller creature this feature, you must complete a short or long rest before
within 5 feet of you. This creature must make a Charisma you can use it again.
saving throw against your Warlock spell save DC. On a
failure, you take possession of their body. The target is Flicker
incapacitated and loses control of their body to you. They are Starting at 6th level, you can momentarily transcend your
still aware of what is happening. Spells or effect that target physical form in response to being harmed. When you take
you cannot do so directly, and instead target the body you damage from an attack, you may use your reaction to
have possession of. The only spells or effects that can target transform yourself into living, coherent light for a brief
you directly are those that deal psychic damage and effects instant. When you do this, you ignore all damage from a
that turn or control undead. You retain your personality, single source. This causes a flash of extremely bright light
alignment, Intelligence, Wisdom, Charisma, and class over a radius. You may do this a number of times equal to
features. All other statistics are those of your possessed your Charisma modifier. Once these uses are expended, you
target's. You do not gain access to the target's knowledge, must complete a long rest before you can do it again.
skills, or class features.
This ability lasts for 8 hours, until the possessed creature Lux et Fidesque
is reduced to 0 hit points, you release them as a bonus action Starting at 10th level, your patron teaches you how to use the
on your turn, or you are forced out by a spell or effect such as well of light to protect yourself against mind affecting magic.
the dispel good and evil spell. Once the possession ends, you You are immune to all fear effects and which cause fear. Also,
reappear in an unoccupied space within 5 feet of the when another creature attempts to frighten you, you may use
possessed target. You are once again completely material in your reaction to reflect that fear effect back on the original
nature. The target is immune to further attempts at creature. The creature must succeed at a Wisdom saving
possession for 24 hours if they succeed at their saving throw throw against your warlock spell save DC or the spell or
as well as after the possession ends. effect is cast on them instead. When this happens, you are
Once you use this class feature, you must complete a long considered to be the original caster of the effect, and the
rest before you can use it again. original caster is considered to be the original target of the
effect.
Otherworldly Patron: Illuminated
Being Caeca Lumen
Starting at 14th level, your patron allows you to access the
Your patron is a powerful extra-planar being, serving the well of light and shape it into a searing blast of radiance. As
sources of light and good. They are not a god, but still an action, you may choose one creature you can see within
60 feet of you. That creature must make a Wisdom saving

40
throw against your warlock spell save DC. On a failed save, Eldritch Invocations
the creature is blinded and stunned for 1 minute. You must The following eldritch invocations are available to those who
concentrate on this effect as if you are concentrating on a have the patronage of the Illuminated Being.
spell. The effect ends immediately if the creature takes any
damage. Until this effect ends, the target perceives you as a Carapace of Light: As an action you may invoke the well
creature composed of blinding, searing light which they of light which surges up and encases you in a carapace of
cannot look away from. The creature can see and hear only radiant energy. Any evil creature attempting to attack you
you, itself, and the light. Once you use this ability, you must has disadvantage on attack rolls against you while this
complete a short or long rest before you can use this ability effect is active.
again. Resplendent Flare: (Prerequisite: Eldritch Blast cantrip)
When you cast Eldritch Blast, if the target is undead or
evil, you deal maximum damage with this cantrip.

41
Arcane Restoration
Wizard Archetypes Starting at 6th level, you may use your corruption power to
Arcane Desecrator perform one of the following effects.
Your studies have led you to attempt to unbind the formulas You may regain expended spell slots with a combined level
of the spells you cast. You have managed to unfetter the of your wizard level or lower divided by 5 (round down).
arcane power contained within and augment them with the You may cast lesser restoration on your self with no
negative energy in the world around you. As you cast , you can components.
call upon that negative energy to power your spells and make Using this ability corrupts the environment as usual and
them more powerful. counts against your total number of uses of Corruption.
The taint of negative energy shows in every spell you cast.
Shimmering sheets of dark power cascade over you and Desecrated Form
cause effects all around you. The flames of your spells burn Starting at 10th level, your constant use of negative energy
with a dark, necromantic tinge and your cold spells carry the has begun to warp your very body. Your skin darkens and
chill of the grave. begins to become chitinous. Upon close examination, the
energy can be seen flowing and writhing just below the outer
Construct Undead Familiar layers of your skin.
At 1st level, your understanding of the necromantic arts When you are not wearing armor, your AC becomes 13 +
allows you to cobble together an undead familiar. your dexterity modifier and your hit point Maximum is
This familiar takes on the form of a tiny undead beast (bat, increased by 10. Each time you level in this class you gain an
cat, crab, frog, hawk, etc.) It takes several hours to complete additional 10 to your hit point maximum on top of the usual.
the construction of your familiar, but once you have done so, However, you have become addicted to the magic you wield.
you are able to animate it with a malevolent spirit. This class When ever you take a long rest without using your Corruption
feature behaves exactly as the 1st level spell find familiar with ability at least once, you suffer a level of exhaustion. If you go
the following exceptions. a week without using it, you are considered poisoned. If you
Your familiar shares your hit points. When your familiar go two weeks without using your Corruption ability, you
takes damage, that damage is dealt to you. suffer an additional level of exhaustion. You take an
You may dispel your familiar with a bonus action, causing additional level of exhaustion for every week you go without
it to fade into the ethereal plane. Calling it back to you is using your Corruption ability, eventually leading to your
also a bonus action. death.
An undead familiar can attack a target.
As long as your undead familiar is within 100 feet of you, Devourer
you are able to cast all spells through it as a conduit. All Starting at 14th level, you have become a ravening beast,
spells function as they are printed, except that you can use devouring negative energy and corrupting life force almost
your undead familiar as the point of origin. All other reflexively. When you use your Corruption ability, choose one
variables are unchanged. creature within the area of effect. That creature must make a
constitution save or suffer necrotic damage equal to 1d6
Terrifying Mien times the level of the spell being enhanced. If this damage
At second level, the energies that you wield are barely held in kills the creature, it will rise as a zombie under your control
check. This is terrifying to all who witness you casting magic. in 1d4 rounds.
You gain proficiency in the Intimidation skill if you didn't
already have it. Additionally, when ever you cast a spell in Illuminated Thaumaturge
front of intelligent creatures, you may attempt to intimidate On the outskirts of civilization, arcane traditions skew far
one as a free action. from the normal. There are wizards who cast spells
Corruption
exclusively through animals, some that enchant clay tablets
Starting at Second level, you are able to draw negative energy with inscribed runes, and some far weirder. One of the most
out of the environment to drive and fuel your spells. As you do esoteric is a reclusive order of mages that call themselves the
so, the negative energy native to the material plane bubbles Illuminated Thaumaturges. They take their name from the
up through the earth and flows into you in streams of dark fact that each of these arcane casters resemble an
energy. This kills all plant life, insects, and tiny or smaller illuminated manuscript with runes, inscriptions, and arcane
creatures within a radius of 5 feet per level of the spell being formulas tattooed onto their skin. The ink used to create
enhanced. If there is no life within the sphere, the earth itself these tattoos is composed from materials mundane and
is corrupted, turning ashen and grey - nothing will ever grow unknown, and helps these wizards to channel mystical energy
or live within this radius again unless cured by powerful more efficiently that others – but at a cost.
divine magic. Adept Arcanist
When you us this ability, you may double either your Starting at 2nd level, your tattoos have filled you with arcane
proficiency bonus or your spellcasting ability score for the energy that simmers just below the surface. You gain
purposes of calculating all spell effects (including saving proficiency in the Arcana (Intelligence skill). If you are already
throw DCs and spell attack rolls). proficient in this skill, you gain expertise. Additionally, due to
You may use this ability a number of times equal to your the suffusion of arcane energy in your body, you gain
spell casting ability modifier before taking a long rest. proficiency on Constitution saving throws. If you are already

42
proficient in Constitution saving throws, you instead gain it revolts and attempts to shake off the effects you impose
advantage on them. upon it are incredibly powerful.
Mystic Conductor Chronosavant
Starting at 2nd level, you have learned how to channel your Starting when you select this school at 2nd level, copying a
spells through your tattoos, bolstering their power. When you spell into your spellbook takes half as much time as normal.
cast a Wizard spell of 1st level or higher and use this class
feature, you may treat this spell as if it was cast using a spell Tempus Fugit
slot of one level higher. This does not expend the higher level Starting at 2nd level, you can cause a small wrinkle in the
spell slot, but it is treated as it used a spell slot one level fabric of reality. Using this ability allows you to delay the
higher for all calculations of range, duration, targets, number effects of a spell you just cast for a short time. You may delay
of targets, and damage. Doing so causes you to take Mana the effect of your spell for one full round, though you can
Burn equal to the spell level of the spell cast this way + 1. trigger it earlier than this. If you move in the intervening time
before your spell effects “arrive”, the spell originates from the
space you occupied when it was originally cast.
Mana Burn
When you use your tattoos to modify, alter, or cast Confluence
spells – you take damage from the power that you Starting at 6th level, you are aware that there is a multiverse
you wield. As the arcane damage ripples through of realities. In the closest realities, there are alternate
your skin, it burns your flesh and sears your nerves. versions of yourself. These alternate versions of yourself often
You cannot ameliorate, reduce, or remove this have different spells. You may now prepare your spells from
damage in any way. The amount of damage taken is
described in each ability.
these other spell books. Choose one spell of a level you can
cast. You are considered to always have this spell prepared
and cast it by spending a spell slot of the appropriate level.
You may use this ability to learn an additional alternate spell
Illuminated Casting at 9th, 12th and 15th levels (for a total of four alternate
Starting at 6th level, you have inscribed low level spells onto spells). When you cast one of these spells, you may not do so
your skin and made them part of you. You may do this with a again until you complete a short or long rest.
number of 1st level wizard spells equal to your Intelligence
modifier. These spells are considered to always be prepared Carpe Arcanum
for you. Casting these spells causes Mana Burn equal to the Starting at 10th level, you have learned to manipulate the
spell level +1. Additionally, you may cast these spells without weave of the universe to spin a more enduring spell. When
using a spell slot, but this triples the amount of Mana Burn you cast a spell that has a duration of 1 minute or longer, you
taken using this feat. These spells are cast without the need may double the duration of the spell. When the spell duration
for verbal, somatic or material components. would expire, you may use your reaction to continue the spell
for another duration. Creatures that were granted a saving
Arcane Resonance throw against the effects of the spell may retry their saving
Starting at 10th level, you are able to cast a spell that throw when you use this ability. Once you use this ability, you
resonates through your body. As a result of this resonance, must complete a long rest before you can use it again.
you cast the same spell twice. On your turn, when you cast a
spell that has only one target and does not have the range of Arcane Anomaly
self, you may cast the spell again, with a different target for Starting at 14th level, you are able to assist yourself across
the second casting. Using this ability causes Mana Burn the veil of worlds. At any time, you may choose a spell of 5th
equal to twice the spell's level +2. level or lower with a casting time of 1 action, bonus action, or
reaction from your spellbook or confluence spell lists. This
Incantrix spell is cast spontaneously with no material, verbal, or
Starting at 14th level, you have completed the tattoos that somatic components required. If the spell requires
cover your body and they have reached their full power. When concentration, it immediately ends unless you seize control
you cast a spell, you may use this ability to quicken the spell's and begin concentrating on the spell. Once you cast a spell in
casting. Once per turn, you may cast a spell that has a casting this manner, you may not do so again until you complete a
time of 1 action, and may, instead, cast it as a bonus action. short or long rest.
Additionally, this allows you to cast this spell and another as The downside of this ability is that your other selves can
your action for the turn – for a total of 2 two spells in a turn. call upon your arcane aid in the same manner. After you have
Using this ability causes Mana Burn equal to the spell's level memorized your spells for the day, roll a d20. If you roll a 1,
+3. one of your alternate selves has requested aid. When this
happens, roll a d10 to determine what level spell has been
School of Dimensional Divergence cast. 1-2 is a 1st level, 3-4 is a 2nd level, 5-6 is a 3rd level, 7-8
is a 4th level, and 9-10 is a 5th level spell. You choose the spell
Wizards of this school seek to control the most fundamental that you have prepared of the appropriate slot and it
aspects of the universe – time and space. They consider expended as if you had cast it intentionally.
themselves above the natural order. Many apprentices suffer
mishaps when their will slips. Those whose wills are strong
enough to maintain a grip on the fabric of time and space as

43
New Classes

44
Psion

“I
t is by will alone I set my mind in motion. It A Psychokinetic will be more bombastic and tend to be more
is by the juice of sapho that thoughts animated; usually outgoing with a flare for the dramatic, or
acquire speed, the lips acquire stains, the forceful and direct. An Esper will be more reserved than
stains become a warning. It is by will alone other Psions; the ability to read the thoughts and emotions of
I set my mind in motion.” ~Piter De Vries others is a sobering reality.
The source of your powers is uncertain – no one knows
Masters of the mind and will, Psions manipulate the world where the gifted get their abilities. It is certain, however, that
through force of will alone. Unlike Sorcerers, Warlocks, there is a biological component – Psionic ability tends to run
Clerics or Rogues; Psions call on reservoirs of power from in families. Parents who are psionically gifted tend to make
deep within as opposed to external sources. Through force of children who are as well.
will the mind focuses psionic energies and inner strength to
perform reality altering feats; the caliber of which is only Class Features
rivaled by the energy arcane. Personal introspection, As a Psion, you gain the following class features.
meditation, self-realization and exploration of the psyche are
the tools that allow the Psion to direct inner strength and Hit Points
psionic energies.
The great Sundering left the world fractured, magic Hit Dice: 1d6 per level
crippled, and the average people suffering. They blamed Hit Points at 1st level: 6 + your constitution modifier
magic for their suffering and in spite of the fact that magic Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
was non-functional for a time, hunted down anyone they modifier per level after 1st.
suspected of being a magic user. Torch and pitchfork wielding Proficiencies
mobs killed anyone displaying any arcane knowledge. This Armor: Light Armor
included the Psions. Weapons: Simple Weapons
With the magic gone, the only people that demonstrated Tools: None
any inkling of mystical ability were the Psions. The common Saving Throws: Charisma, Constitution
folk, fearing another cataclysm, hunted them. The pogrom Skills: Choose two from History, Insight, Investigation,
drove the Psions to the brink of extinction. Facing impending Medicine, Nature, Perception and Religion.
doom, the Psions withdrew. Some hid their abilities. Others
formed small communities on the edge of civilization. Equipment
You start with the following equipment in addition to the
Separate Is Not Equal equipment granted by your background:
Psionics are not present to the same extent on every plane.
Some planes have never encountered the willworkers, those (a) a light crossbow and 20 bolts or (b) any simple weapon
with the ability to change the nature of reality with nothing (a) a scholars pack or (b) an explorer's pack
more than the power of their mind. Other planes, ones with Leather armor and 2 daggers
little or no access to arcane energies, have a larger number of Psionic Aptitude
Psions. Only your Game Master knows for sure. At 1st level, you have trained in a specific form of psionic
While the powers presented in this book are balanced, it is abilities. This choice dictates the abilities and powers you
up to your GM to decide if they fit the flavor of the campaign. have access to. The archetypes available are Bio-
Training manipulator, Esper, Psychokinetic and Wild Talent. Each
Psions are gifted with the ability at birth. Most never manifest of these archetypes, save for the Wild Talent, have access to a
this power, and those that do train their mind and will signature power, and have access to the abilities from the
rigorously. It is a life of dedication and pursuit of individual appropriate discipline. The Wild Talent, however is different.
power. Most study and expand their abilities in solitude, but They sacrifice a signature ability for flexibility; gaining access
some are lucky enough to receive training from others gifted to powers from every discipline.
with psionic abilities. On planes that feature many Psions, Class Archetypes
there are schools dedicated to training the gifted. Starting at 1st level, you choose a Psion class archetype. The
No matter how many Psions exist in a particular world, the Psion Archetypes are Bio-manipulator, Esper, Psychokinetic,
Psion is a paragon of personal discipline. and Wild Talent. The Bio-manipulator, Esper and
Creating a Psion Psychokinetic archetypes are denoted by a “signature ability”.
The most important decision to make when creating a Psion This signature ability is what denotes each of these
is what archetype you will choose. This decision dictates the archetypes. They give the Psion an edge. Additionally, each
powers available to your Psion, and to a great extent, their archetype is restricted to powers from their specific Aptitude
personality and behavior. A bio-manipulator will be more (Bio-manipulation, Extra Sensory Perception and
focused on themselves than others – this can be reflected by Psychokinesis respectively). The Wild Talent, by comparison,
a selfish personality, or a rough personality. does not have a signature ability.

45
The Psion
Level Features Psi Points
1st CLass Archetype( Bio-manipulator, Esper, Psychokinetic, Wild Talent) 5
2nd 1st Rank of First Psionic Power 7
3rd 2nd Rank of First Psionic Power 9
4th Ability Score Improvement 11
5th 3rd Rank of First Psionic Power 13
6th 15
7th 4th Rank of First Psionic Power 17
8th Ability Score Improvement 19
9th 5th Rank of First Psionic Power 21
10th 23
11th 1st Rank of Second Psionic Power 25
12th Ability Score Improvement 27
13th Second Rank of Second Psionic Power 29
14th 31
15th 3rd Rank of Second Psionic Power 33
16th Ability Score Improvement 35
17th 4th Rank of Second Psionic Power 37
18th 39
19th 5th Rank of Second Psionic Power 41
20th Ability Score Improvement, 1st Rank of Third Psionic Power 43

To balance this obvious short fall in ability out, the Wild The number of Psi Points regained is determined by rolling a
Talent is able to choose from all three aptitudes. Additionally, number of d4s equal to half of your Psion levels (rounded
the Wild Talent has a larger pool of Psi Points to pull from. down) + your Charisma Modifier. When you take a long rest,
Most classes have a wide variety of abilities representative you may meditate for at least a quarter of the time – and you
of the experience necessary for a chosen vocation. The Psion regain all of your expended Psi Points.
class, however, has a much narrower focus. To master the
inner strength and willpower necessary wield psionic powers Psionic Powers
with any degree of efficacy, Psions train rigorously in solitude, As you gain levels in the Psion class, you will gain access to
focused on their inner journey. psionic powers. Each Power has 5 ranks, and is organized by
As every sentient creature views the world through the its Aptitude. As you progress in character level, you gain
warped lens of their own experiences, every Psion must learn access to ranks in these powers and eventually, new powers.
to master their own – very personal – psyche. While some Each Archetype, save for the Wild Talent, is restricted to the
planes have schools that teach Psions how to master their Aptitude associated with the archetype you have chosen.
minds and abilities, most do not. Charisma is your ability for your psionic powers. You use your
Charisma modifier when setting the saving throw DC for a
Psi Points psionic ability and when making an attack role with one.
Starting at 1st level, your training allows you access to a pool Psionic Save DC = 8 + your proficiency bonus + your
of Psi Points. These points allow you access to your psionic Charisma modifier
powers and fuel your works of willpower and psionic might. Psionic Attack Modifier = your proficiency bonus + your
To activate one of your powers, you spend points from this Charisma modifier
pool of Psi Points. The number of Psi Points you have is
based on your levels in the Psion class (outlined in the Psion Psionic Aptitude
Class table). You also add your Charisma Modifier to your Psi Starting at 2nd level, you may choose one power from the
Point total. Aptitude associated with your Archetype. You have access to
When you take a short rest, you may regain a number of the 1st Rank of this power. At 3rd level, and every other level
Psi Points by meditating for most of the time spent resting. afterwards (5th, 7th, and 9th level), you gain access to the
next rank in this power.
46
Starting at 11th level, you gain access to a second psionic At 1st Level: While this power is active, you can
power at 1st Rank. Every other level afterwards (13th, 15th, understand anything your target says, in any language. You
17th, and 19th level) you gain access to the next rank in this are reading the subject's surface thoughts, and gleaning
power. their meaning directly from their mind. This power lasts
Lastly, at 20th level, you may choose a third psionic power for 1 minute.
at 1st Rank. At 6th Level: You are able to probe deeper into the mind of
your target. You receive random and disjointed thoughts,
Ability Score Improvement such as the target's name or the name/identity of someone
When you reach 4th level, and again at 8th, 12th,16th and or something the target is actively thinking about. This
20th level, you may increase one ability score of your choice power is instantaneous – the information is revealed at the
by 2 or you may increase two ability scores by 1. Alternately, end of your turn.
you may choose to take a feat instead of increasing any ability At 10th Level: You are able to communicate telepathically.
scores. You may select one target that you can see within 30 feet
of you. You may now project your thoughts directly into
Psion Archetype: Bio-manipulator their head and they will hear them in their native language
You have spent years mastering control of your physical form. and may respond in kind. Use of this power lasts for 10
By turning your will inward, you have learned to control how minutes.
your body functions. You will be able to grow blades from At 14th Level: You may now probe deeper into the mind of
your body, move faster than other creatures, and ignore the your target. Complete surface thoughts can be read – all of
effects of exhaustion. As a Bio-manipulator, you are restricted the above information is received as well as some key
to psionic powers from the Bio-manipulation Aptitude. piece of information that you were hoping to discover.
Since you are now actively probing your target's mind, use
Signature Ability: Bio-regeneration
of this rank allows a Charisma Saving Throw versus your
Psi Save DC. If your target makes this save, you still
Psi Cost: 3 per die healed receive the information from your rank 1 and 2 telepathy,
Activation Time: Bonus Action but do not discover the additional information. This power
Duration: Instantaneous is instantaneous – the information is revealed at the end of
You focus your will inward and channel your psionic power you turn.
back into your body. This causes skin, muscled and At 18th Level: You are able to rifle through the target's
connective tissue to heal, and bones to knit together almost memory for specific information. You have to have some
instantaneously. When you activate this power, you regain hit idea of what you are looking for, and the target has to
points. know the information to find it. The target must make a
Charisma Saving Throw versus your Psi Save DC. On a
At 1st Level, activation of this power heals 1d6+ your success, you are unable to find what you are looking for.
Charisma Modifier in hit points. You do not know why you cannot find it; it could be that
At 6th Level, activation of this power heals 2d6+ your you just couldn't find it, or that they don't know it. You only
Charisma Modifier in hit points. know that you cannot find the info.
At 10th Level, activation of this power heals 3d6+ your
Charisma Modifier in hit points. Psion Archetype: Psychokinetic
At 14th Level, activation of this power heals 4d6+ your You have the ability to move objects with the power of your
Charisma Modifier in hit points. mind alone. Psychokinesis will allow you to fling bolts of
At 18th Level, activation of this power heals 5d6+ your force, allow your allies to move with greater speed, or hold
Charisma Modifier in hit points. objects and people in place.
Psion Archetype: Esper Signature Ability: Telekinesis
You have always been sensitive to the psychic emanations of Psi Cost: Varies
other creatures. You know things that you have no reasonable Activation Cost: 1 Bonus Action
way to know and this makes other sentients uneasy in your Duration: Varies
presence. You can project your awareness and perceive At 1st Level: Your telekinesis is just beginning to manifest.
events at a distance, hide your presence from the minds of You may manipulate objects that are within 30 feet of you
others, and read the psychic signature left on objects. As an as if you were doing it with your hands. There is no visible
Esper, you are restricted to powers from the Extra Sensory effect aside from the motion of objects. This effect does
Perception Aptitude. not allow you to feel the objects being manipulated. It is
not clumsy, but is limited to line of site, so operating a
Signature Ability: Telepathy complex device on the other side of a panel would not be
Psi Cost: 3 possible. You can move up to 15 pounds or shove an
Activation Time: 1 Action unsuspecting creature of up to medium size or larger up
Duration: Varies to 5 feet. Use of this power costs 2 Psi Points and lasts for
This psi power allows you to read the thoughts of another one minute.
creature. The creature must be within 600 feet of you. Your
mental contact remains in effect for a limited time.

47
At 6th Level: The weight you can move, and the range of At 18th Level: You have mastered your telekinetic abilities
your 1st Rank telekinesis are doubled without increasing by this point. You may use this power to take flight,
the Psi point cost. Additionally, you may now make melee levitating through the air. You are able to fly for the
attacks at range with your telekinesis. Use of this ability duration of this power. Your speed in flight is 30 feet. Use
requires that you make a melee attack roll as normal. of this power costs 2 Psi Points per round you choose to
When you hit, this attack does 2d8 bludgeoning damage. fly. If you run out of Psi Points in mid flight, the power
You may make these attacks at a range of 60 feet. Use of gives out and you plummet to the ground.
this power in this manner is instantaneous and costs 3 Psi
Points. Psion Archetype: Wild Talent
At 10th Level: The damage from your 2nd Rank power is Wild Talents are less focused than other Psions. They are not
increased to 3d8. You can now manipulate and lift objects focused on a specific aptitude. This means that the Wild
with the only limitation being weight. The weight of Talent does not have a signature power. However, they are
objects that you can lift cannot exceed what you could lift also more flexible in their abilities, as they are not restricted
and move with some elbow grease. Additionally, you can to a single aptitude. This greater flexibility is favored by some.
now receive tactile information from your psychokinesis You may choose psionic powers from the Bio-manipulation,
and can perform tasks by feel. If you cannot see the Extra Sensory Perception and Psychokinesis Aptitudes.
objects to be manipulated, you perform these tasks at You also gain an additional number of Psi Points. Your
disadvantage. Use of this power lasts 1 minute and costs 5 bonus Psi Points is equal to your class level + your Charisma
Psi Points. Modifier. These Psi Points are, in all ways, identical your
At 14th Level: You have honed your telekinetic abilities to base Psi Points.
the point that you can deflect incoming blows with the
power of your mind. When an attacker you can see hits
you with an attack, you may spend 4 Psi Points and take
half damage from that attack. Doing so uses your reaction.

48
Psionic Powers

49
What are Psionics?

M
any RPG systems treat psionics as a 1st Rank: When you activate this power you add an
form of magic powered by a character's additional 1d4+1 to one skill check, attack roll, saving
strength of will and intellect. We have throw or damage roll.
chosen to treat psionics in a more 2nd Rank: this bonus increases to 1d6+2.
traditional manner. Psionics is a broad 3rd Rank: this bonus increases to 1d8+3.
term used to describe a set of extra- 4th Rank: this bonus increases to 1d10+4.
normal powers that derive from the 5th Rank: this bonus increases to 1d12+5.
force of mind and will, rather than by channeling the arcane
and divine energies that drive magic and fuel spells. Psionic Bio-weaponry
abilities are found in almost every race, but the ability to Psi Cost: 4
perform these feats is incredibly rare. In spite of the rising Activation Time: 1 Action
tide of mana increasing the number of arcane practitioners Duration: 10 minutes
(almost exponentially), the incidents of those with psionic You focus your will inward and your body begins to
abilities have not increased. rearrange itself, growing weapons. Bony spikes grow from
This does not, however, explain what psionic abilities are. your elbows or knees, or you grow blades from the backs of
To the layman, the term “Mind Magic” seems to apply when your hands. You decide the nature of the weapon at the time
discussing psionic powers. This is not the case. Magic relies of activation. This weapon confers the following advantages:
on mana, a force from outside the wielder and their ability to You have a melee weapon that deals damage of the
manipulate it. Psions, however, work only with willpower – appropriate type. You are considered proficient with this
power within themselves. Like magic users, they manipulate weapon when you wield it. You cannot be disarmed of this
the world around them; unlike magic users, they utilize the weapon. This weapon deals 1d8 + your Charisma Modifier
power residing in themselves by which to do it. points of damage of the appropriate type of damage. Each
Prior to 5th edition, psionics were, in all reality and additional rank in Bio-weaponry increases the damage dealt
practicality, practitioners of “Mind Magic.” The psionic by this weapon by an additional 1d8 to a maximum of
abilities could be supplemented by spells that were fueled by 5d8+your Charisma Modifier.
the willpower of the user. In the design of this book, we shied
away from that concept, using explanation and mechanics. Damage Absorption
So, for the purposes of “It Builds Character: Psych!” we Psi Cost: Special
have come up with the following definition of psionics: Activation Time: 1 Action
Psionics is the practice of asserting ones will over the Duration: Instantaneous
world around them in a series of effects that can only be
described as “Mind Over Matter.” By touching another creature, you can transfer damage
Psionic powers are divided into several broad divisions, they have suffered to yourself. To use this power, you place
referred to as Aptitudes. The Aptitudes are Bio-manipulation, your hands on your target, and spend a number of Psi Points.
Extra Sensory Perception, and Psychokinetics. Bio- 1st Rank: Each 2 Psi Points spent will heal 1 point of
manipulation powers are all about asserting one's will over damage your target has suffered and inflict the same
their own body; forging changes in their own flesh to survive, amount of damage to yourself. This damage cannot be
deal more damage, and move faster. Extra Sensory negated in any way – use of this power inflicts this damage
Perception powers allow the user access to information that no matter what.
they could not obtain via mundane means; allowing them to 2nd Rank: Your use of Psi becomes more efficient – You
read the minds of another, rifle through the memories of now spend one Psi to absorb 1 hp of damage.
another, and see the events that have left their mark on an 3rd rank: Your efficiency with this power increases again,
object. Psychokinetic powers allow the user to move matter allowing you to absorb 2 HP per every point of Psi spent.
with the power of their mind; freezing objects, causing them 4th rank: As a reaction, you are able to redirect the
to burst into flames, and moving objects with just a thought. damage you take onto yourself with this power – you are
able to transfer damage you take to another creature. If
Bio-manipulation this creature is unwilling, they must make a Charisma
Save versus your Psi-Save DC. You can only transfer
The Bio-manipulation aptitude deals with modification of the damage you have taken onto yourself by use of this power.
body's functions. This can be anything from healing one's self, 5th rank: You are able to shake off a portion of the
or others, to sprouting weapons or adapting to one's damage you deal to yourself using this power – when you
environment. use this power to transfer damage to yourself, you may
make a Charisma Save at DC 17. If you succeed at this
Adrenal Boost save, the damage you suffer is halved (you still heal full
Psi Cost: 2 damage to your target). If you score a critical success on
Activation Time: Reaction this save, you take no damage from the use of this power.
Duration: Instant
With a thought, you can stimulate your adrenal gland,
which gives you razor sharp senses for one action.
1st Rank: 50
Endorphin Release By focusing your will, you become harder to kill.
Psi Cost: 4 1st Rank: You gain 1d4+4 temporary hit points for the
Activation Time: 1 action duration.
Duration: 8 hours 2nd Rank: You gain 1d4+9 temporary hit points for the
Use of this power allows you to ignore the effects of duration.
exhaustion for the duration. Starting at 1st rank, you can 3rd Rank: You gain 1d4+14 temporary hit points for the
ignore one level of exhaustion for the duration of this power. duration.
If you have suffered more than 1 level of exhaustion, you act 4th Rank: You gain 1d4+19 temporary hit points for the
as if you had one less level of exhaustion in effect. For every duration.
Rank after the 1st, you are able to ignore one additional level 5th Rank: You gain 1d4+24 temporary hit points for the
of exhaustion, up to a maximum of 5 levels of exhaustion duration.
ignored at 5th rank. Shimmer
Metabolic Boost Psi Cost: 4
Psi Cost: 3 Activation Time: 1 action
Activation Time: Bonus Action Duration: 1 round
Duration: Special You are able to vibrate your body in a way that allows you
By focusing your will inward, you are able to accelerate to phase through solid objects. For the duration of this power,
your metabolism and increase your movement speed for a you step into the ethereal plane. You can move in any
short time. Use of this power takes your reaction. This power direction, if you move up or down, each foot of movement
gives you an additional 10 feet of movement for the duration. cost an additional foot of movement. While in this state, you
Each additional rank adds 10 feet more to your movement can see the plane you originated from, but only out to a
speed for the duration (i.e. +20 feet at 2nd rank, +30 feet at distance of 60 feet. Everything you see is in shades of grey.
3rd rank, to a maximum of +50 feet at 5th rank). This bonus You can see and be seen by creatures on the material plane
lasts for a number of rounds equal to your Charisma Modifier as normal, but you are semi-transparent. You cannot interact
between any rest. with objects on the material plane and may, in fact walk
through them as if they were not there. If the duration ends,
Metabolic Control and you occupy the same space as an object, structure or
Psi Cost: 4 creature on the material plane, you must pay the Psi cost to
Activation Time: Instant maintain this power (you may not choose to end it if you still
Duration: Varies have Psi remaining). If you are out of Psi when this happens,
you are shunted to the nearest unoccupied space and take
You have trained your mind and body to control your damage equal to the twice the distance shunted. Otherwise,
metabolic processes. This allows you to survive without food you may end this effect as a free action. Each additional rank
and water or through other hostile and adverse conditions. If in this power allows you to stay in the ethereal plane for an
an environment inflicts multiple conditions, you must pay the additional round, up to a maximum of 5 rounds before you
cost for all of the effects you wish to ignore. This does not have to pay the activation cost again.
allow you to negate the effects of magic or traps. If you want
to use multiple ranks of this power, you must pay the
activation cost for all of them. Extra Sensory Perception
1st Rank: You can ignore the need for food or water for Extra Sensory Perception powers allow you to perceive
for 8 hours. information that you would have no other way of knowing.
2nd Rank: You are able to ignore the effects of Battle Sense
environments and situations that would inflict exhaustion Psi Cost: Varies
for 2 hours per activation. Activation Time: Varies
3rd Rank: This rank allows you to ignore effects that Duration: Varies
cause damage from the environment, such as extreme
heat or cold for 10 minutes per activation. By focusing all of their attention and psionic ability on an
4th Rank: You can now double the duration of each of enemy, the Psion can read the intent, actions, and immediate
these effects. future of a target; giving the Psion a decided edge in battle.
5th Rank: This rank allows you to survive intensely Masters of the battle sense are fierce combatants and
dangerous environments. You can ignore the damage from incredibly deadly. You must choose a single target of this
one source of environmental damage (such as lava, fire, or power – once you do, you cannot choose another target until
magical cold) for one round per activation. You may use the end of combat, or the target is dead.
the rank 5 version of this power a number of times equal 1st Rank: For the duration of the combat, you may cast
to your charisma modifier between long rests. the Shield spell as a free action that does not use your
Psi-Endurance action, reaction, or bonus action. Each time you do this,
Psi Cost: 2 you must spend 2 Psi Points do do so. There are no verbal
Activation Time: 1 Action or semantic components to the spell when cast this way
Duration: 1 Hour

51
and the spell functions in all other ways like the spell. your perception point will be 2d10 feet away from your
2nd Rank: As a bonus action, you may activate this power. targeted location in a random direction. If your target is
For one minute, you are able to anticipate incoming moving and you fail this check, you must cancel this power
attacks from your target, allowing you to roll with the and start it over to target it again. If your target is moving,
punches, as it were. For one minute, you gain resistance and you succeed in the initial check, additional checks are
against bludgeoning, piercing, and slashing damage from required for every 100 feet the target moves.
attacks by your target. Use of this power costs 4 Psi Clairvoyance
Points. Psi Cost: 3
3rd Rank: You are able to anticipate your target's attacks Activation Time: 1 Action
and react accordingly. This makes it harder for your target Duration: 1 minute
to hit you. The target creature has disadvantage on attacks
against you for one minute. Activating this power takes a This ability allows you to project a portion of your mind to a
bonus action and costs 5 Psi Points. location, seeing everything as if you were physically there.
4th Rank: Due to your ability to anticipate the actions of Once this power is activated it requires concentration, and
your opponent, you are able to keep them from attacking the “remote eye” cannot move from the location it is sent to.
you at inopportune moments. Activating this power takes 1st Rank: You can place the eye at a spot within 600 feet
a reaction, costs 4 Psi Points, and lasts one minute. While of you that you can see.
it is active, your opponent cannot make attacks of 2nd Rank: This rank allows you to place it in a location or
opportunity against you. Additionally, you may make an near a person that you are familiar with – you must have
attack of opportunity against this target once per turn spent at least 10 minutes making yourself familiar with
without using your reaction. the location or person and that point must be within 1
5th Rank: You are so in tune with your target that you can mile of you.
now strike with greater precision against your target. 3rd Rank: You can project this point to any place or
Activating this power takes a bonus action. For one person you have seen once that is within 5 miles of you.
minute, you have advantage on attacks versus your target. 4th Rank: You can project this perception point on a
Use of this power costs 5 Psi Points. location or person that someone has described to you,
Clairaudience provided they are present as you use this power; allowing
Psi Cost: 3 you to use their psyche to gain a fix. This point must be
Activation Time: 1 Action within 10 miles of you.
Duration: 1 minute 5th Rank: Your power has blossomed fully. You are now
able to place your perception point anywhere on the plane
This ability allows you to project a portion of your mind to a you are located on as long as you have a map, book, or
location, hearing sounds as if you were physically there. This written description that describes the location/person
power doesn't filter out ambient noise, so you may have accurately. You must make a Psi check at DC 14 to place
problems picking out a particular sound. This provides no the “eye” where you want it. If you fail this check, the
assistance in understanding languages you do not know. power still takes effect but will not be on target; your
Once this power is activated it requires concentration, and perception point will be 2d10 feet away from your targeted
the “remote ear” cannot move from the location it is sent to. location in a random direction. If your target is moving
and you fail this check, you must cancel this power and
1st Rank: You can place the ear at a spot within 600 feet start it over to target it again. If your target is moving and
of you that you can see. you succeed in the initial check, additional checks are
2nd Rank: This rank allows you to place it in a location or required for every 100 feet the target moves.
near a person that you are familiar with – you must have
spent at least 10 minutes making yourself familiar with Empathy
the location or person and that point must be within 1 Psi Cost: 3
mile of you. Activation Time: 1 Action
3rd Rank: You can project this point to any place or Duration: Varies
person you have seen once and is within 5 miles of you. Using this power, you are able to “read” the active emotions
4th Rank: You can project this perception point on a of another creature.
location or person that someone has described to you,
provided they are present as you use this power; allowing 1st Rank: This power provides you with an understanding
you to use their psyche to gain a fix. This point must be of the target's emotional state. This grants you advantage
within 10 miles of you. on rolls to interact with them (insight, intimidation, etc).
5th Rank:Your power has blossomed fully. You are now 2nd Rank: You gain the ability to read the surface
able to place your perception point anywhere on the plane emotions of two characters and ascertain how they feel
you are located on as long as you have a map, book, or towards each other.
written description that describes the location/person 3rd Rank: You gain the ability to see the body's bioelectric
accurately. You must make a Psi check at DC 14 to place field and evaluate the overall state of health of a target:
the “ear” where you want it. If you fail this check, the healthy, diseased, injured, sick, insane, poisoned, etc.
power still takes effect, but will not be on target –

52
4th Rank: You are able to forge a link between yourself 1st Rank: While you are partially hidden or obscured by
and a target. To establish this link, the subject must be shadows, you can remain unseen. You must remain
willing at the time of this power's use, but they can be stationary for this power to function. As long as you are
coerced to do so by means of mind affecting spells or still, silent. and obscured, you cannot be detected by any
effects. Once established, this link allows you to read their means other than a true sight spell or similar effect. This
emotional state and overall health at a distance of 1 mile power costs 1 Psi point per minute to use. You must be
per character level. Ascertaining this information takes an hidden and unobserved when your start using this power.
action. You may have a number of links active equal to 2nd Rank: You can now remain unseen while moving. You
your charisma modifier. If you establish a new link that seem to be covered in a cloak of shadow, and others seem
would exceed this number, you must relinquish your link to avoid you, as your power directs them away from you.
to another creature. You may end any or all of your active You cannot interact with anything in your environment
links as a reaction. without becoming visible again. You have to be quiet, or
5th Rank: You are able to influence the emotions of a other creatures will become alert to your presence and
single creature that you can see within 60 feet of you. become suspicious. As long as you do not give them a
There are 6 attitudes that a creature can have on a sliding reason to search, you may move about freely, albeit slowly
scale. These are, in order: Hostile (angry), Wary and carefully. If you have made a creature suspicious, they
(suspicious), Indifferent (blase), Acquainted (favorable), may make a charisma save vs. your Psi save DC. On a
Friendly (friendly, ironically enough), and Loyal (devoted). successful save, they can perceive you. You must be
When you use this power, you may adjust your target's hidden and unobserved when you start using this power.
attitude by a number of steps in either direction. Your Use of this power costs 3 Psi Points per minute to use.
target must make a Charisma Save against your Psi save 3rd Rank: You may now activate the 1st and 2nd ranks of
DC. On a success, nothing happens. On a failure, you may this power while being observed – effectively disappearing
change their attitude in either direction. Each step you from view as if teleported away. Using this power costs an
adjust their attitude costs you 3 Psi Points. It would cost additional 2 Psi Points above the cost of the 1st and 2nd
you 3 Psi Points to change their mood from Friendly to Rank powers.
Loyal and 6 Psi Points to change it from Friendly to 4th Rank: You may now apply all previous ranks in this
Indifferent. This effect lasts for 10 minutes. When it power to friendly creatures within 30 feet of you. When
expires, you can choose to keep their attitude adjusted by you activate the 1st and 2nd rank of this power, you may
spending the Psi Points again. apply its effects to yourself and a number of additional
friendly creatures up to your charisma modifier. The
Mind Blast duration of the 1st and 2nd Rank powers is unchanged,
Psi Cost: 5 and this power costs an additional 2 Psi Points per
Activation Time: 1 Action additional creature hidden.
Duration: Instantaneous 5th Rank: Your skill at clouding the minds of others has
You reach out with your mind and rip into the mind of become truly phenomenal. When you activate the 3rd
another creature. You choose one creature within 60 feet of Rank of this power, you may now edit yourself from the
you that you can see. You make a Psi attack against that minds of creatures observing. When you do this, your
target. On a hit, you inflict the following damage. target must make a Charisma Save vs. your Psi save DC.
If they fail this save, they forget that they have seen you
1st Rank: Your Mind Blast deals 1d6 points of psychic within the last 5 minutes. If this was the first time they
damage. have seen you, they will not remember anything about
2nd Rank: Your Mind Blast deals 2d6 points of psychic your appearance, the events that surrounding your
damage. appearance, your voice, or anything else pertaining to you.
3rd Rank: Your Mind Blast deals 3d6 points of psychic They are left confused and bewildered. Only a minor
damage. restoration spell will restore these memories. If they
4th Rank: Your Mind Blast deals 4d6 points of psychic succeed in the save, they will remember your face, voice,
damage. and events surrounding your appearance. However, they
5th Rank: Your Mind Blast deals 5d6 points of psychic will be left confused. They will know they saw you, and
damage. eventually remember exactly what happened, but when
you vanish, they will be unable to raise an alarm or even
Obscure be aware that they saw something out of the ordinary. This
Psi Cost: Varies confusion will remain for a number of minutes equal to 5x
Activation Time: Varies your Charisma Modifier. Using this power costs 7 Psi
Duration: Varies Points and lasts as long as the 1st and 2nd Rank power
You are able to confuse and confound the mind of creatures would normally last.
that are observing you. This allows you to be effectively Postcognition
invisible. However, this is not true invisibility. It is an effect
that affects the mind directly, and does not actually change Psi Cost: 5
the environment or conceal the individual using the power. Activation Time: 1 Minute
Duration: Instantaneous

1st Rank: 53
Due to the magnetic and magical fields that permeate the 2nd Rank: you gain images associated with the object.
planes, events that incite strong emotions will leave a mark You might see the owner of the object, get a flash of
on the environments that these events occur in. Use of this significant events surrounding the object. Additionally, you
power allows the Psion to read these events after they have begin to gain understanding of details of those events.
happened. You must be in the location you wish to view the 3rd Rank: This power gives you detailed information
past events of – this can be achieved through the use of about the object's owner – their name, race, origin, etc. As
Clairvoyance or Clairaudience. All uses of this power require well as a significant event that happened in the object's
a Psi roll. The DC is listed with the description of each rank. presence.
1st Rank: You are able to read the emotions left over after 4th Rank: This rank allows you to experience a brief
an event has happen. You can perceive the emotions from vignette of events containing strong emotion that
events that happened within a number of days equal to happened in the presence of the item.
twice your Charisma modifier. The DC to use this power is 5th Rank: This allows you to gain access to the entire
13. history of the item and detailed information of the
2nd Rank: You receive all of the information from 1st previous owners of the item.
rank. Additionally, you receive flashes of the event that
allow you to see faces, items, and the like. These events Psychokinetics
may or may not make sense to you. You can perceive Mind over matter – Psychokinetics allow the user to
events that transpired out to a number of weeks equal to manipulate matter on the most basic of levels.
your Charisma modifier. The DC to use this power is 14.
3rd Rank: You may now see the event you are attempting Binding
to perceive in its entirety. You can see and hear everything Psi Cost: Varies
that happened in that event. You can see faces and hear Activation Time: Varies
voices clearly, and will be able to witness the events as Duration: Varies
they actually happened. You may view events that
happened up to your Charisma modifier in months passed. You have learned to brace yourself with your psychokinetic
The DC to use this power is 15. abilities – allowing you, or others you choose, to resist
4th Rank: You gain all of the information from the 3rd outside forces acting upon them.
rank of this power as well as additional information. You 1st Rank: Your telekinetic powers allow you to grasp
are treated as if you were present for the event and can weapons more securely than others. When you activate
choose one subject at the event and gain the same this power you, or an ally of your choosing, cannot be
information from that target as if you were using the 1st disarmed for the duration. Additionally, your weapons
rank of Telepathy. The DC to use this power is 16. cannot be damaged or destroyed for the duration.
5th Rank: You gain all of the information gathered by the Activating this power takes a bonus action. This power
4th rank of this power. Additionally, you may choose one lasts for one minute and costs 2 Psi Points.
target that was present at the event and track them 2nd Rank: You can now use your psychokinesis to hold
backwards toward their origin point. You may “follow” your ground. While this power is active, you or an ally of
them back to their previous long rest. This target does not your choice cannot be knocked prone. This power lasts for
have to be the one that you gleaned surface thoughts from. one minute and costs 3 Psi Points.
Repeated uses of this power allow you to follow multiple 3rd Rank: You have become the legendary immovable
targets. You can look back a number of years equal to object. As a reaction, you may activate this power. For the
twice your Charisma Modifier in years. The DC to use this next minute, if you would be affected by a spell, effect,
power is 17. If you have used Pychometry on an item that ability, etc. that would move you from your occupied
was involved in these events, the DC to use Postcognition space, it automatically fails to do so if it would move you
powers is reduced by 2. 30 feet or less. If the effect would move you more than 30
Psychometry
feet, you may make a Psi Save equal to 10+1 for every 5
feet over 30. If you succeed in this save, you are not moved.
Psi Cost: 3 Activation of this power costs 4 Psi Points.
Activation Time: 1 Action 4th Rank: You have learned to use the power of binding
Duration: Instantaneous on others. As an action, you may activate this power. While
Every object absorbs a bit of the energy from its previous this power is active, all enemy creatures within 30 feet of
owners. This energy allows you to gain information about the you must succeed in a Strength Save versus your Psi save
owner and events surrounding the object. This power will not DC. On a failed save, these creatures treat all terrain as
work on just any object. Objects to be read must have been difficult terrain for purposes of calculating movement
present at an event of intense emotional impact or an item of speed. When a creature first enters this area of effect
personal significance; something that was owned for at least while this power is active, they must make a Strength
2 weeks. Save. This power lasts for 1 minute and costs 5 Psi
Points.
1st Rank: You can read emotions associated with the
item. Example: If it's a sword, you will gain an
understanding of whether it was a treasured item, a family
heirloom, a gift, the class of the owner, etc.

2nd Rank: 54
5th Rank: You may now bind creatures completely – being that it appears to be composed of flame. Attacks from
rendering them unable to move. As an action, you may use this creature deal 3d6 fire damage. When using this power in
this power. When you activate this power, choose a this way, the expenditure of Psi Points allows you to do this
number of creatures equal to your Charisma Modifier for 1 minute. When the minute expires you must spend Psi
within 60 feet of you that you can see. These creatures Points again, or the effect.ends. Commanding this creature of
must make a Strength Save against your Psi Save DC. On flame takes a bonus action. This power costs 5 Psi Points.
a failed save, these creatures are considered to have a 5th Rank: Your body is either covered in a rime of frost
movement speed of zero for the duration. On a successful with the air around you chilled to well below freezing, or
save, they suffer the effects of the 4th Rank of this power. you are surrounded in a shimmering veil of heat. This
This power lasts for 1 minute and costs 6 Psi Points to effect provides you with protection from cold or fire,
activate. granting resistance to cold or fire damage for the duration.
Cryo-Kinesis/Pyro-Kinesis When a creature hits you with a melee attack, the field
Psi Cost: Varies deals 2d8 cold or fire damage. Additionally, your control
Activation Time: 1 Action over the atomic structure of items and creatures now
Duration: Varies allows you to use your Psycho kinetic abilities to effect
and control magical fire and flames. This power lasts 1
You are able to control the atoms that comprise objects and minute and costs 6 Psi Points.
creatures and force them to release energy or take in energy
from the environment. Doing so allows you to inflict a Fetching
number of effects related to cold and fire damage. When you Psi Cost: 5
activate the individual powers of this ability, you may choose Activation Time: 1 Bonus Action
whether to inflict cold or fire damage at the time of activation. Duration: Instantaneous
1st Rank: Your control of energy is just beginning to This power allows you to move objects through space with
manifest. You may heat or chill a weapon that you are the power of your mind alone. You may pull an object from a
wielding. While this power is in effect, the weapon distant location to yourself or send an object somewhere else.
crackles softly with cold, and frost forms on it or eaves of
heat ripple upward from it. Condensation leaves trails of 1st Rank: You may attune yourself to a single object that
cold mist in its wake. When you strike with this weapon weighs no more than 5 pounds. This attunement takes 1
while this power is active, it deals an additional 1d8 cold hour to complete (this attunement does not count against
or fire damage. Additionally, you can increase or your attunement to magic items nor does it have a max).
decrease the size of a fire no larger than a 5 foot square. When this power is activated, this object materializes in
This power lasts 1 minute and costs 3 Psi Points. your hand. Alternatively, you may send your attuned object
2nd Rank: You are able to rapidly remove or add heat to to a place that you are intimately familiar with – like a
an area. You cast your hands outward, fingers spread wide prized chest, your home, a secret stash you created or
and a blast of cold or heat erupts from your hands. Every found just for this item.
creature in a 15 foot cone must make a Dexterity Save 2nd Rank: This rank functions exactly like the 1st Rank
against your Psi Save DC. A creature takes 3d6 cold or of this power with the following exception: You may call
fire damage on a failed save, and half as much on a any object that you own to yourself. This object must have
successful one. Additionally, you may increase or been owned for at least 1 weeks time for it to have become
decrease the size of a fire up to a 10 foot square – the size attuned to you.
of a small bonfire. This power costs 3 Psi Points. 3rd Rank: The weight of objects that you can move with
3rd Rank: You send three bolts of fire or frost lancing this power has doubled.
outward at your enemies. You can hurl them at one target 4th Rank: You may now call a number of objects to
or several. Make a ranged Psi attack for each of these yourself equal to your charisma modifier at a time. Each of
bolts. On a hit, the target takes 2d6 cold or fire damage. the objects to be summoned cannot weigh more than 15
Additionally, you may increase or decrease the size of a pounds apiece. Additionally, you no longer have to
fire up to a 20 foot square – the size of a huge bonfire. summon these objects to your hand. They must be
This power costs 4 Psi Points. summoned in direct contact with your body. Each item
4th Rank: A terrifying lance of cold or fire blasts outward summoned, costs 5 Psi Points. It is possible, for example,
from you. This blast is 5 feet wide and 100 feet long. Any to summon an entire suit of armor around your body.
creature in this line must make a Dexterity Saving Throw 5th Rank: You can now call generic objects to yourself.
against your Psi Save DC. They take 8d6 cold or fire You must own one object of the type in question. You can
damage on a failed save and half as much on a successful use this power to obtain another object of this type, or to
one. Additionally, you may now use this power to animate replace one object that you owned that has been lost or
flame, giving it a semblance of life. This allows you to destroyed within the last hour. Objects summoned in this
move fire from one place to another, or even appear as an manner are ordinary objects of its type – they cannot be
otherworldly being of flame. When you use this power, you worth any more than any other object of this type, cannot
can create a “fire creature” out of flame. This creature acts have any magical properties of any sort – they are
on your turn and acts on your command. This creature mundane, normal objects (Even if the object you own has
cannot be bigger than a large creature, but may take on magical properties).
any appearance you wish; the only limitation

55
Image Projection save, this power has no effect (the Psi Points are still spent,
Psi Cost: 4 however). You may try again on your next turn. Consecutive
Activation Time: 1 action uses of this power have no additional effect – the maximum
Duration: Varies effect is determined by the rank you have in this power.
By exciting the molecules in the air, and projecting planes 1st Rank: On a failed save, your target is now suffering
of telekinetic force, you are able to project illusions that from 1 level of exhaustion. Your target must complete a
others can see. At lower levels, you can project simple long rest before this level of exhaustion fades. This power
images. At higher levels, these images can move, make sound, costs 5 Psi Points to use.
and even cause harm. 2nd Rank: On a failed save, your target suffers from 2
levels of exhaustion. A long rest will remove one level of
1st Rank: You may conjure a minor, static illusion that exhaustion that you have inflicted (i.e. 2 long rests are
effects one sense. You may create a stench, the image of a required to remove the effects of this rank in Subdual).
stone wall, or the feel of fine linen. Please note that though This power costs 10 Psi Points to use.
tactile illusions can be felt they have no substance and 3rd Rank: On a failed save, your target suffers from 3
cannot restrain anyone or cause harm. Use of this power levels of exhaustion. A long rest will remove one level of
lasts for 1 minute. This illusion must be within line of exhaustion that you have inflicted (i.e. 3 long rests are
sight. required to remove the effects of this rank in Subdual).
2nd Rank: You may now create an illusion that confounds This power costs 15 Psi Points to use.
all the senses. Though these are complete (touch, feel, 4th Rank: On a failed save, your target suffers from 4
scent, sound and sight), these illusions still remain static. levels of exhaustion. A long rest will remove one level of
Although these illusions have no substance, it is easy exhaustion that you have inflicted (i.e. 4 long rests are
enough to make an old nag look and feel like a required to remove the effects of this rank in Subdual).
resplendent warhorse or a straw mattress and a couple This power costs 20 Psi Points to use.
logs feel like a luxurious four poster bed. This power lasts 5th Rank: On a failed save, your target suffers from 5
for 10 minutes. This illusion must be within line of sight. levels of exhaustion. A long rest will remove one level of
3rd Rank: You may now create illusions that can fool all exhaustion that you have inflicted (i.e. 5 long rests are
the senses and have life and motion. You can create a required to remove the effects of this rank in Subdual).
living being, a roaring fire, or a white water river. This This Power costs 25 Psi Points to use.
power lasts for 10 minutes. This illusion must be within
line of sight. Surge
4th Rank: With this power, you can create images with all Psi Cost: 5
the features listed above. Now, however, you no longer Activation Time: 1 Bonus Action
need to remain in eyesight of the illusions you have Duration: 1 minute
created. They will persist for an amount of time dictated By focusing your will, you are able to aid an ally in combat.
by the number of Psi Points you spend at the time of You manipulate the air around them, reducing friction and
creation of the illusion. The standard 4 Psi Points will apply gentle force allowing them to run faster for the duration
create an illusion that lasts 10 minutes. For a total of 8 Psi of this power.
Points, the image will last for an hour. For 12 Psi Points,
the image will last for 1 day. For 16 Psi Points, the illusion 1st Rank: your ally's movement speed is increased by 10
will persist for a week. 20 Psi Points will create an illusion feet.
that continues for 1 month. 24 Psi Points will create an 2nd Rank: your ally's movement speed is increased by 15
illusion that remains for 1 year. feet.
5th Rank: Your illusions are, for all intents and purposes, 3rd Rank: your ally's movement speed is increased by 20
real. Due to the intense willpower required to perform this feet.
feat, you must be able to see the illusion. If you cannot see 4th Rank: your ally's movement speed is increased by 25
it, it ceases to exist. This allows you to create illusions that feet.
affects all 5 senses and have motion. This allows you to 5th Rank: your ally's movement speed is increased by 30
create a wall that stops people from passing through its feet.
space, a fire that burns, a river that can drown someone,
or a sword that cuts like real steel. This power lasts for 10 Telekinetic Armor
minutes. Psi Cost: 2 Psi Points per Rank activated
Activation Time: Reaction
Subdual Duration: 1 Minute
Psi Cost: Varies You surround yourself with a shimmering, rippling field of
Activation Time: 1 Action telekinetic energy. This field blunts the force of blows
Duration: Instantaneous directed against you, making it more difficult to damage you.
You are able to use your power over matter to sap the will
and energy of your opponents. You choose one creature that 1st Rank: Damage dealt to you by all damage types except
you can see within 60 feet of you. That creature must make a psychic is reduced by 1d2 per source of damage.
Charisma Save vs your Psi Save DC. On a successful 2nd Rank: Damage dealt to you by all damage types
except psychic is reduced by 1d4 per source of damage.

56
3rd Rank: Damage dealt to you by all damage types
except psychic is reduced by 1d6 per source of damage.
4th Rank: Damage dealt to you by all damage types
except psychic is reduced by 2d4 per source of damage.
5th Rank: Damage dealt to you by all damage types
except psychic is reduced by 2d6 per source of damage.
Telekinetic Blast
Psi Cost: 5
Activation Time: 1 Action
Duration: Instantaneous
This is the least elegant use of Psychokinesis. You project
rippling waves of telekinetic force outward to damage foes.
As your mastery of this power increases, so does the damage
you deal.
1st Rank: Your telekinetic blast deals 1d8 points of
bludgeoning damage.
2nd Rank: Your telekinetic blast deals 2d8 points of
bludgeoning damage.
3rd Rank: Your telekinetic blast deals 3d8 points of
bludgeoning damage.
4th Rank: Your telekinetic blast deals 4d8 points of
bludgeoning damage.
5th Rank: Your telekinetic blast deals 5d8 points of
bludgeoning damage.

57
Feats
Volume 1

58
Armor of the Elements have adjusted to low light conditions. You gain advantage
Prerequisites: The ability to cast one spell; proficiency in on Perception(Wisdom) checks in darkness. If you have
light, medium, or heavy armor advantage, you instead gain expertise. Additionally, you gain
When you choose this feat, choose one of the following darkvision out to 30 feet. If you already have darkvision due
damage types: Acid, cold, fire, or lightning. While you are to a racial or class feature, your darkvision extends by an
wearing armor, you have resistance to that damage type. additional 30 feet.
Additionally, while wearing armor, when you are hit with a
melee weapon attack, you may use your reaction to give your Dire Defender
attacker vulnerability to your chosen element til the end of Your combat training helps you to turn aside the most
your next turn. If the creature has resistance to your chosen devastating of blows. When you or an ally within 5 feet of you
element – they instead lose that resistance and cannot gain is the target of a critical hit, you may use your reaction to
vulnerability through this feature. change this into a normal hit. Once you have used this ability,
you must complete a long rest before you can use it again.
Articulate Beast
Prerequisite: access to the Wild Shape class feature Elemental Attunement
You have spent so much time in beast form that you have Your experiences have exposed you one of the elemental
learned to emulate human speech while in your Wild Shape forces of the universe. Something about your physiology has
form. It is indistinct and sounds like animal sounds, but you allowed you to adapt to this energy. When you take this feat,
can make yourself understood with a successful performance choose one of the following damage types: Acid, cold, fire,
check at a DC of 10. You cannot use this ability to cast spells. lightning, poison, or necrotic. You have resistance to the type
of damage you have chosen. Additionally, when you score a
Brachiation critical hit, you deal an additional 1d6 damage of the chosen
Prerequisite: Proficiency in the Survival Skill type.
Through extensive time spent in and around trees, you
have grown capable of moving through them like a monkey. First Strike
You may move at your base land speed swinging from branch Prerequisite: Dexterity 13 or higher
to branch in a sufficiently dense forest (or other such hand- You have trained to be the fastest. This allows you to strike
holds). Additionally you may make attacks as long as they do when others cannot and before others can strike. If you are
not require both hands. surprised, you may use your reaction and your bonus action
on your turn during the surprise round. You are still
Cantrip Adept considered surprised and cannot use your movement or take
Prerequisite: The ability to cast at least one spell a normal action. Additionally, you may make an attack of
Through study and practice, your cantrips are more potent. opportunity against an opponent who enters a space you
When you cast a cantrip that deals damage, you may add your threaten.
spellcasting modifier to the damage if you do not already do
so. Opponents have disadvantage on saving throws against Foreseer
your cantrips. You learn one additional cantrip from any list Prerequisite: Wisdom 14 or higher
that requires a saving throw or attack roll. You have always had a connection to the ebb and flow of
time. When you finish a long rest, roll two d20s and record
Combatant the numbers rolls. As a free action, you can replace any
Prerequisite: Strength or Dexterity of 13 or higher attack, saving throw or ability check rolls made by a creature
You have trained in a specific style of combat. You learn that you can see with one of these two rolls. Each one can
one fighting style of your choice from the list available to the only be used once. When you finish another long rest, the
fighter class. previous rolls are lost.
Combat Reflexes Great Fortitude
You have practiced with your chosen weapons and honed You can survive things that would fell a lesser being. You
your reflexes to an impressive degree. This feet grants you an increase your Constitution score by 1, to a maximum of 20.
additional reaction you can only use to make an attack of When you are forced to make a Constitution saving throw
opportunity. You may take this feat twice. that would allow you to take half damage, you instead take no
damage on a successful saving throw.
Convergence Caster
Prerequisite: The ability to cast at least one spell; Indestructible
spellcasting ability of 16 or higher. Prerequisite: Constitution 13 or higher
You are a master of multitasking. You may now maintain You are able to fight off death through your durability and
concentration on two spells with the concentration tag strength of will. When you are reduced to 0 hit points, but not
instead of just one. You make concentration roles individually killed outright, you are instead reduced to 1 hit point. You
for them. can't use this feature again until you finish a short or long
rest.
Dark Dweller
You have spent a great deal of time under ground, skulking in Lightning Reflexes
shadows, or simply have an affinity for darkness. Your eyes Prerequisite: Dexterity 13 or higher

59
A life lived on the edge has trained you to respond to threats Stealth Master
with alacrity that others cannot muster. You add your You have studied the techniques involved in being unseen and
proficiency bonus to your initiative modifier. Additionally, you moving while hiding. You have advantage on Stealth
have advantage on your initiative rolls. (Dexterity) checks. Additionally, you gain advantage
Perception(Wisdom) and Investigation (Intelligence) checks
Magic School Adept to spot strategic vantage points or other points of interest.
Prerequisite: The ability to cast at least one spell You may also move at full speed while moving stealthily.
You have an affinity for a specific school of magic. Choose
one of the following schools of magic: Abjuration, Trickshot
Conjuration, Divination, Enchantment, Evocation, Illusion, Prerequisite: Proficiency with a ranged weapon
Transmutation, or Necromancy. You gain a +1 bonus to spell You have learned how to bank shots off of hard surfaces to
attack rolls made with spells from this school. Your spell save hit enemies behind cover. When an enemy is behind cover (½
DC with this school is increased by 1. You have advantage on cover or better) and there is an available hard surface for you
Concentration (Constitution) checks while concentrating on to hit, you may ricochet your shot off the surface, hitting them
spells from this school. You may choose this feat multiple behind. This attack is made as normal, without the benefits of
times. Each time you do, you must choose a different school. cover and without disadvantage. You must be aware of the
enemy's presence to use this ability.
Ricochet Spell
Prerequisite: The ability to cast at least one spell Vigorous Caster
You have learned how to bank spells off of hard surfaces to Prerequisite: The ability to cast at least one spell
hit enemies behind cover. When an enemy is behind cover (½ Once per turn, when you roll damage for a spell, you can re-
cover or better) and there is an available hard surface for you roll the damage dice and choose which total to use. You may
to hit, you may ricochet your shot off the surface, hitting them use this ability a number of times equal to your spell casting
behind. This ranged spell attack is made as normal, without modifier between long rests.
the benefits of cover and without disadvantage. You must be
aware of the enemy's presence to use this ability.

60
Feats
Volume 2

61
powers. This training has forged your will into a formidable
Feats weapon. When you take this feat, your psionic powers are
The following feats are available for your character. more difficult to resist. You gain a bonus of +2 to your Psi
Save DC's.
Adamantine Will Projector
Prerequisite: None Prerequisite: the ability to spend Psi points
Your mind is particularly resilient, allowing you to shrug off You are a battery of psionic energy – unfortunately, you
blows from psionic powers. When you are forced to make a constantly leak minute amounts of psionic energy. When your
save against any psionic power, if you are not already intent is to cause harm, this energy takes form. Your weapon
proficient in the save in question, you may add your attacks deal an extra 1d6 psychic damage. This energy is
proficiency bonus to your save. If you are already proficient in separate from the weapon itself and does not affect damage
this save, you gain advantage on this save. resistances or immunities, except for the additional die of
damage.
Flash Defense
Prerequisite: The ability to spend Psi Points Psionic Master
You have learned how to defend yourself with the strength Prerequisite: Psion Class
of your mind. When you are hit by an attack, you may use You inner strength and focus of will is reflected in a fierce
your reaction to spend 5 Psi Points. When you do this, you potency to your psionic powers. You may now add your
are surrounded by a scintillating curtain of psionic energy. Charisma modifier to damage rolls for your psionic powers.
You gain a +5 bonus to your Armor Class against all attacks, Additionally, the range of your psionic powers is doubled.
including the one that triggered this reaction, until the
beginning of your next turn.
Psionic Neophyte
J.O.A.T. Prerequisite: No levels in a psionic class
Prerequisite: None You were born with psionic potential. Recently, some event
You are a Jack Of All Trades. You have traveled extensively. or stress in your life has triggered these innate psionic
In those travels, you have learned a little about everything. abilities. When you take this feat, choose one Aptitude (Bio-
You may add half of your proficiency bonus (rounded down) manipulation, Extra Sensory Perception, or Psychokinesis)
to all skill checks in skills you are not already proficient in. and choose one power from this Aptitude. You may now use
the 1st Rank of that power. You have a Psi-Point pool equal to
½ your character level (rounded down) + your Charisma
Knowledge of the Narrator Modifier. Expended Psi Points are regained after a long rest.
Prerequisite: None Special: You may take this feat up to three times. Each time
You are a storyteller, like the bards and minstrels of old. In you do so, choose a new Psionic Power from the same
your travels, you've collected stories, and tidbits of Aptitude. You have access to the 1st rank of this power as
knowledge. Your ability to absorb information and recall it well.
gives you an edge. You gain proficiency in the History skill. If
you are already proficient, you gain expertise in the History Knowledge of the Narrator Table
skill (you may add twice your proficiency bonus to your Roll Knowledge Gained
History skill checks).When you are trying to recall
information about any topic (whether you have encountered it 10 General knowledge, information considered
common knowledge by the denizens of a specific
in game play or not) you may make a History check to see if area, or information that can be gleaned about local
you know anything about the topic. The success of your roll legends, features, landmarks and the like by
determines what information you gain. listening carefully at a local tavern.
20 Information that is available to a chosen few,
Multitasker uncommon but available, or obscure knowledge
Prerequisite: The ability to cast at least one 1st level spell lost in dusty tomes and long lost legends.
You have trained and expanded your mind's ability to 25 Completely obscure knowledge, known by only a
contain the warp and weft of spells. You may now maintain couple of people, or information that is very hard to
concentration on two spells at the same time. Casting the come by, such as the name of Rumpelstiltskin
second spell requires a concentration check as you cast it. 30 Extremely obscure knowledge known by one or two
Failure of this check ends the first spell as you begin people in the world, information that has been
concentrating on the second one. forgotten by most people that ever knew it,
information that can only be found in an ancient
moldering tome that is crumbling with age, or
Potent Psionicist possibly known by a rube who has no idea the
Prerequisite: Psion Class significance of the knowledge.
You have trained rigorously trained with your psionic

62
Psionic Weapon Focus Ritual Master
Prerequisite: Psion Class Prerequisite: The ability to cast at least one 1st level spell
You have learned to focus your will and imbue a weapon You have mastered the ability to reweave the working of a
with psionic energy. You may spend two Psi points to imbue a spell so that you can cast certain spells faster than normal.
weapon with your own energy. The weapon begins to glow You may cast a spell of 4th level or lower that has the “Ritual”
when you do. The color is up to you. For one minute, this tag faster than normal. You may now cast these spells with
weapon counts as magical for purposes of overcoming the following modification: the casting time is reduced to 1
immunities and resistances. action per level of the spell. (a third level spell with the ritual
tag will take three rounds to cast – you start casting on your
Ritual Caster turn, and two rounds later, at the end of your action, the spell
Prerequisite: The ability to cast at least one 1st level spell goes off).
You have an innate understanding of the tapestry of magic. Stabilizer
You have learned to decipher the formulae of spells and
interpret how they manipulate the fabric of the universe. You Prerequisite: The ability to spend Psi Points
may now cast spells of 4th level or lower as rituals. Casting You have learned to use your inner strength to heal others...
spells in this manner takes 10 minutes per level of the spell to an extent. When a creature is reduced to 0 hit points and is
being cast. Spells cast in this manner function normally in all subject to Death Checks, you may touch them and spend 4
other ways. Psi Points. When you do so, this creature automatically
stabilizes.
Ward of the Mind
Prerequisite: Spell slots -OR- the ability to spend Psi Points -
OR- the ability to spend Ki points
Your personal energies huddle just below the surface of
your skin, granting you additional vitality. When you finish a
rest, you gain temporary hit points equal to your character
level + Your Intelligence, Wisdom, Charisma or Constitution
Modifier (your choice).

63
Beastiary
Of The
Verdant Gale

64
Denizens of the Verdant Gale

N
estled between the prime material plane,
the elemental plane of earth and the Arratoi
positive energy plane lies a place called the Large rats composed of vegetable matter. They are
Verdant Gale. It is a completely omnivorous and tend to run in swarms.
unremarkable place save for the fact that
that plants, not animals, rule the plane. The
flora are recognizable shapes and forms.
These are some of those forms. Arratoi
Small plant, unaligned
Araneo Armor Class 12
Vines and woody matter skitter across the forest floor, Hit Points 7 (2d6)
hunting prey very much like a giant wolf spider. The aranea Speed 30ft.
are ambush predators, every bit as fearsome as their giant
spider counter parts. Smaller than a giant spider, an araneo STR DEX CON INT WIS CHA
hunts prey across open ground or hides in a burrow or
crevice, or in a hidden cavity beneath debris. 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 60ft., passive Perception 10


Languages -
Araneo Challenge 1/8 (25 XP)
Medium plant, unaligned
Keen Smell. The arratoi has advantage on Wisdom
Armor Class 13 (Perception) checks that rely on smell. Pack Tactics.
Hit Points 11 (2d8 + 2) The rat has advantage on an attack roll against a
Speed 40 ft., cl imb 40 ft. creature if at least one of the rat's allies is within 5
feet of the creature and the ally isn't incapacitated.
STR DEX CON INT WIS CHA
Actions
12 (+1) 16 (+3) 13 (+1) 3 (+-4) 12 (+1) 4 (-3)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. ,
one target.Hit: 4 (1d4 + 2) piercing damage.
Skills Perception +3, Stealth +7
Senses sight 10ft. , darkvision 60ft., passive
Perception 13
Languages -
Challenge 1/4 (50 XP) Arriri
Elongated plant creatures resembling giant centipedes, Arriri
Spider Climb. The araneo can climb difficult possess one pair of legs per body segment. They are highly
surfaces, including upside down on ceilings, venomous and often inject a paralyzing venom when they
without needing to make an ability check. bite. These creatures are primarily carnivorous.
Web Sense. While in contact with a web, the araneo
knows the exact location of any other creature in
contact with the same web. Arriri
Web Walker. The araneo ignores movement Small plant, unaligned
restrictions caused by webbing.
Armor Class 13 (natural armor)
Actions Hit Points 4 (1d6 + 1)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Speed 30ft., climb 30ft.
one creature. Hit: 4 (1d6 + 1) piercing damage, and
the target must make a DC 11 Constitution saving STR DEX CON INT WIS CHA
throw, taking 7 (2d6) poison damage on a failed
save, or half as much damage on a successful one. 5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour, Senses blindsight 30ft., passive Perception 8
even after regaining hit points, and is paralyzed
while poisoned in this way.

65
Languages - Actions
Challenge 1/4 (50 XP)
Multiattack. The cactid makes two attacks with its
tendrils and uses Reel.
Actions
Root Strike. Melee Weapon Attack: +5 to hit, reach
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., 15 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning
one creature. damage plus 3 (1d6) piercing damage, and a
Hit: 4 (ld4 + 2) piercing damage, and the target Medium or smaller target is grappled (escape DC
must succeed on a DC 11 Constitution saving 13). Until this grapple ends, the target is restrained.
throw or take 10 (3d6) poison damage. If the The Cactaceae drains the target’s body fluids; at the
poison damage reduces the target to 0 hit points, start of each of the target’s turns, the target must
the target is stable but poisoned for 1 hour, even make a DC 13 Constitution saving throw. On a
after regaining hit points, and is paralyzed while failed save, the creature’s hit point maximum is
poisoned in this way. reduced by 3 (1d6). If a creature’s hit point
maximum is reduced to 0 by this effect, the
creature dies. This reduction lasts until the creature
finishes a long rest and drinks abundant water or
Cactaceae until it receives a greater restoration spell or
comparable magic. The Cactaceae has two tendrils,
Cactaceae are self aware succulents that grow in a plethora each of which can grapple one target at a time.
of shapes and sizes – cactaceae can be every shape that cacti Pull. Each creature grappled by the cactid is pulled
can. Most cactaceae, no matter the shape are green or brown up to 5 feet straight toward the cactid.
with distinct ridges – all of them are covered with spines and
needles. These creatures gather and store water by nature,
but they can do the same to creatures that they prey on. Once
their prey is restrained, they pierce the poor creature's flesh
and begin to drain their bodily fluids in a deadly embrace.
Chethix
Many of them sport bright flowers to attract prey, and others Small plant creatures resembling primates, chethix
will scatter treasure around themselves to lure in congregate in large troupes that are extremely territorial.
adventurers.
When slain, their body will yield up to 4 gallons of water.
Chethix
small plant, unaligned
Cactaceae Armor Class 12
Medium plant, unaligned Hit Points 3(1d6)
Speed 30ft., climb 30ft.
Armor Class 13 (natural armor)
Hit Points 25 (3d10 +10)
Speed 10ft. STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2_
STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 18 (+4) 7 (-2) 10 (+0) 9 (–1) Senses passive Perception 11
Languages -
Challenge 0 (10 XP)
Damage Vulnerabilities fire
*Damage Resistances bludgeoning, piercing
*Condition Immunities blinded, deafened Pack Tactics. The chethix has advantage on an
*Senses blindsight 60 ft. (blind beyond this radius), attack roll against a creature if at least one of the
passive Perception 10 chethix's allies is within 5 feet of the creature and
*Languages understands Sylvan, but can’t speak the ally isn't incapacitated.
*Challenge 1 (200 XP)
Actions
Needle Explosion (1/Day). When reduced below 10 Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
hp (even below 0 hp), the Cactaceae releases an one target. Hit: 1 (1d4- 1) piercing damage.
explosion of needles as a reaction. All creatures
within 15 feet take 10 (3d6) piercing damage, or
half damage with a successful DC 14 Dexterity
saving throw.

66
Comadreja Relentless (Recharges after a Short or Long Rest). If
Sinuous forms sckitter through the underbrush, hunting their the derrtakes 7 damage or less that would reduce it
prey with a focus and speed that surprises most. Comadreja to 0 hit points, it is reduced to 1 hit point instead.
appear to be giant weasels composed of heavy, leafless vines.
Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Comadreja one target. Hit: 4 (ld6 + 1) slashing damage.
Medium plant, unaligned

Armor Class 13
Hit Points 9 (2d8)
Speed 40ft.
Espina
Espina are a nuisance to all they encounter. Colonizing deep
briar patches and hillsides, they take over every forest
STR DEX CON INT WIS CHA location they touch.
11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3) Despite their tiny size, espina gather in droves and cultivate
the ancient forests into a fortress of thorns and brambles.
Senses darkvision 60ft., passive Perception 13
They creep far and wide to spy on the denizens of the forest –
Languages -
conversing with travelers, adventurers and the forest
Challenge 1/8 (25 XP) creatures gathering news and dirt on anyone and anything
they can. The wise do not believe a word the espina say, for
Keen Hearing and Smell. The weasel has advantage good reason – their words are barbed.
on Wisdom (Perception) checks that rely on
hearing or smell.

Actions
Espina
Tiny plant, neutral evil
*Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage. Armor Class 13
Hit Points 5020d4)
Speed 20ft., climb 10.

Derr STR DEX CON INT WIS CHA


Masses of thorny vines tightly woven together into a boar. Ill 6 (–2) 17 (+3) 11 (+0) 13 (+1) 10 (+0) 14 (+2)
tempered and aggressive, derr will attack any creature they
come across. Skills Perception +4, Stealth +7
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 14
Derr Languages Espina, Common, Sylvan
Challenge 1 (200 XP)
Medium plant, unaligned

Armor Class 11 (natural armor) Actions


Hit Points 11 (2d8 + 2) Multiattack. A child of the briar makes two claw
Speed 40ft. attacks. If both attacks hit the same target, the
target is grappled (escape DC 13) and the child of
the briar uses its Thorny Grapple on it. Claw. Melee
STR DEX CON INT WIS CHA Weapon Attack: +5 to hit, reach 5 ft., one target.
13 (+1) 11 (+0) 12 (+1) 2 (+-4) 9 (-1) 5 (-3) Hit: 6 (1d6 + 3) piercing damage. Spine Shot
(Recharge 4-6). Ranged Weapon Attack: +5 to hit,
Senses passive Perception 9 range 20/60 ft., one target. Hit: 6 (1d6 + 3)
Challenge 1/4 (50 XP) piercing damage. Entangle. Two espina working
together can cast a version of the entangle spell
with no components, at will. Both creatures must
Charge. If the derr moves at least 20 feet straight be within 10 feet of each other, and both must use
toward a target and then hits it with a tusk attack their action to cast the spell. The entangled area
on the same turn, the target takes an extra 3 (1 d6) must include at least one of the casters but doesn’t
slashing damage. If the target is a creature, it must need to be centered on either caster. Creatures in
succeed on a DC 11 Strength saving throw or be the area must make a DC 13 Strength saving throw
knocked prone. or be restrained. All espina are immune to the
spell’s effects.

67
Thorny Grapple. The long spindly limbs of the espina Gaforre
allow it to grapple creatures of up to medium size. Small plant, unaligned
A grappled creature takes 2 (1d4) piercing damage
at the end of the espina's turn for as long as it Armor Class 11 (natural armor)
remains grappled. Hit Points 2 (1d4)
Speed 20ft., swim 20ft.

Flower of the Abyss STR DEX CON INT WIS CHA


2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
Crawling in the darkness of the abyss, the chasm and
underdark, the Flower of the Abyss is a thing of nightmares.
A fiendish blossom smelling of rotten meat, adorned with Skills Stealth +2
teeth sitting atop a writhing mass of vine like tentacles. They Senses blindsight 30 ft. , passive perception 9
Languages -
are possessed of a devastating beauty in spite of this. Challenge 00 (10 XP)
The Drow and other races of the underdark tend and keep
these monstrosities as garbage disposals and guards. The Amphibious. The crab can breathe air and water.
plants live on blood and the life energy of its victims, and have
no need for sunlight. They do fine on the surface, but their
scent tends to draw creatures far more deadly than they, and Actions
as such they do not survive long in the over world. Claw. Melee Weapon Attack:+0 to hit, reach 5 ft .,
one target. Hit: 1 bludgeoning damage.

Flower of the Abyss


Medium plant, unaligned
Guri
Armor Class 12 The guri looks like a sculpture of a large carnivorous plant
Hit Points 18 (4d8) made with exquisite craftsmanship, but it is, in reality an
Speed 20ft. animate plant. The guri will find old masonry, or stone work
and hide against it, waiting for unsuspecting prey. When this
STR DEX CON INT WIS CHA
prey wanders close enough, the guri will attack with its
petrifying bite.
3(-4) 1(-5) 10(0) 1(-5) 3(-4) 1(-5) If a creature is petrified successfully, the guri will entangle
it in its crawling vines and devour it over the next 24 hours.
Condition Immunities Blinded, Deafened, Frightened
Senses blindsight 30ft (blind beyond this radius),
passive Perception 6
Languages None Guri
Challenge 1/4 (50 XP) Medium plant, true neutral

False Appearance. While the Flower of the Abys Armor Class 11


reamins motionless, it is indistinguishable from a Hit Points 27(6d6 +6)
normal, albeit large, flower. Speed 20ft.

Multiattack. The fungus makes 1d4 Rotting Touch


attacks. STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3)
Actions
Rotting Touch. Melee Weapon Attack: +2 to hit, Senses darkvision 60ft., passive Perception 11
reach 10ft., one creature. Hit: 4 (1d8) necrotic Languages -
damage Challenge 1/2 (100 XP)

False Appearance. While the armor reamin


motionless, it is indistinguishable from a a
Gaforre sculpture of a plant.
Some rangers have joked about the gaforre, stating that they Actions
are plants that got confused and decided that they were giant
hermit crabs. Gaforre wear the cast off shells of sea creatures Bite. Melee Weapon Attack: +3 to hit, reach 5 ft .,
and prey on the unsuspecting. one creature.

68
Hit: 3 (1d4 + 1) piercing damage, and the target Senses passive Perception 13
must succeed on a DC 11 Constitution saving Languages -
throw against being magically petrified . On a failed Challenge 1/6 (25 xp)
save, the creature begins to turn to stone and is
restrained. It must repeat the saving throw at the Keen Hearing and Smell. The hundo has advantage
end of its next turn. On a success, the effect ends. on Wisdom (Perception) checks that rely on
On a failure , the creature is petrified for 24 hours. hearing or smell.

Actions
Hakileto Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., o
ne target. Hit: 4 (1d6 + 1) piercing damage. If the
A large ostrich like, woody tree with sharp thorns on its feet target is a creature, it must succeed on a DC 11
and a honed, hardwood beak. Strength saving throw or be knocked prone.

Hakileto Hundo are impressive hounds prized by humanoids for their


Large plant, unaligned loyalty and keen senses. They can be trained as guards, for
hunting, and wa. Halftings and other Small humanoids ride
Armor Class 13 (Natural Armor) them as mounts.
Hit Points 19 (3d10 + 3)
Speed 50ft.
Kalabera
STR DEX CON INT WIS CHA Animated by dark magics, certain animate plants take up
residence in the skeletal remains of sentient creatures and
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3) grant the remains a semblance of life. Shambling through the
world, attempting to compete the tasks left unfinished by the
Senses passive Perception 10 deceased, they move through the world with nebulous and
Languages - unclear motives. When their plans are foiled, by people
Challenge 1/4 (50 xp) screaming, interfering or attacking them, they fight back with
a frightening vehemence.
Actions While they are animated by negative energy, the kalabera
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
are are not technically undead. They have the same dark
one target. Hit: 6 (1d8 + 2) slashing damage. A vitality as true undead and can have the same vast array of
Hakileto is a tall hardwood, bird-like flightless interesting forms.
creature with strong legs and a heavy, wedge-
shaped beak. It has a nasty disposition and tends to
attack any unfamiliar creature that wanders too
close.
Kalabera
Medium Plant, chaotic neutral

Armor Class 13 (armor scraps)


Hit Points 13(2d8 +2)
Hundo Speed 30ft.
Large, dense shrubs that have taken on a life of their own, the
hundo are the Verdant Gale's version of a mastiff. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Hundo Damage Vulnerabilities bludgeoning
Medium plant, unaligned Damage Immunities poison
Condition Immunities exhaustion, poisoned
Armor Class 12 Senses darkvision 60ft., passive Perception 9
Hit Points 5 (ld8 + 1) Languages Languages understands all languages it
Speed 40ft. knew in life but can't speak
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

69
Senses passive Perception 10
Actions Languages -
Shortsword. Melee Weapon Attack: +4 to hit, reach Challenge 1/8 (25 xp)
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range Beast of Burden. The mulon is considered to be a
80f320 ft ., one target. Hit: 5 (1d6 + 2) piercing Large animal for the purpose of determining its
damage. carrying capacity. *Sure-Footed. The mulon has
advantage on Strength and Dexterity saving throws
made against effects that would knock it prone.

Katu Actions
Prowling through the forests and jungles of the prime Hooves. Melee Weapon Attack: +2 to hit, reach 5
material plane, katu resemble small jungle cats. ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage.

Katu
Tiny plant, unaligned On'kruid
Armor Class 12 Stealthy, terrifying, and dangerous, On'kruid grow from the
Hit Points 2 (1d4) droppings of dragons. They are possessed of a rudimentary
Speed 40ft., climb 30ft. intellect, animal cunning and a reverence for dragons of all
types. When the On'kruid remain motionless they appear to
be nothing more than enormous, exotic flowers. The color of
STR DEX CON INT WIS CHA the blossom is reminiscent of the dragon whose droppings
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) they sprouted from.
They appear to be a mass of writhing tentacles topped by a
Skills Perception +3, Stealth +4
large blossom. The blossom glows faintly with an eldritch
Senses passive Perception 13 light that matches the energy type of the dragon the on'kruid
Languages - is associated with. They are found in patches consisting of 3-
Challenge 0 (10 XP) 8 plants. They will wait for the most opportune moment to
attack, striking with surprising speed.
Keen Smell. The cat has advantage on Wisdom They tend to attack using their energy blast and then
(Perception) checks that rely on smell. grapple with stinging vines.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., On'Kruid
one target. Hit: 1 slashing damage. Medium Plant, true neutral

Armor Class 13
Hit Points 7(3d6 - 3)
Mulon Speed 25ft.

Pack mules of the verdant gale, Mulon resemble small


horses, donkeys or mules made from wood with manes of STR DEX CON INT WIS CHA
long grasses. 7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Condition Immunities buzzed, melancholy, groovy


Mulon Languages None
Challenge 1/2 (100 XP)
Medium beast, unaligned

Armor Class 12 (natural armor) Pack Tactics. The on'kruid has advantage on an
Hit Points 11 (2d8 + 2) attack roll against a creature if at least one of the
Speed 40ft. on'kruid's allies is within 5 feet of the creature and
the ally isn't incapacitated.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

70
Actions Qesh
Medium plant, unaligned
Energy Blast. Ranged Weapon Attack: 15ft. Cone,
Hit 8 (2d6 + 2) Armor Class 11
Hit Points 5(1d8 + 1)
Vine Whip. Melee Weapon Attack: +4 to hit, reach Speed 50ft.
10ft., one target. Hit 8 (2d6 + 2)

STR DEX CON INT WIS CHA

Pantero 11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Blending almost perfectly with the shadows, pantero are Skills Perception +3
plant based felines that are composed of sinuous, black vines. Senses passive Perception 13
Their material plane counterparts – panthers are terrifying Languages -
predators. Challenge 0 (10 XP)

Pack Tactics. The qesh has advantage on an attack


Pantero roll against a creature if at least one of the qesh's
allies is within 5 feet of the creature and the ally
Medium plant, unaligned isn't incapacitated.
Armor Class 12
Hit Points 13 (3d8) Actions
Speed 50 ft ., climb 40ft. *Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) piercing damage.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
Sarko
Skills Perception +4, Stealth +6
Senses passive Perception 14
Aquatic plant creatures resembling sharks composed of
Languages -
seaweed. Smaller than giant sharks and hunter sharks, sarko
Challenge 1/4 (50 XP) inhabit shallow waters and coral reefs, gathering in small
packs to hunt. A full-grown specimen measures 6 to 10 feet
Keen Smell. The pantero has advantage on Wisdom long.
(Perception) checks that rely on smell.
Pounce. If the pantero moves at least 20 feet
straight toward a creature and then hits it with a Sarko
claw attack on the same turn, that target must Medium beast, unaligned
succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the pantero Armor Class 12 (natural armor)
can make one bite attack against it as a bonus Hit Points 22 (4d8 + 4)
action. Speed 0 ft., swim 40 ft.

Actions STR DEX CON INT WIS CHA


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Senses blindsight 30 ft ., passive Perception 12
Weapon Attack: +4 to hit, reach 5 ft ., one target. Languages -
Hit: 4 (1d4 + 2) slashing damage. Challenge 1/2 (100 XP)

Pack Tactics. The sarko has advantage on an attack


roll against a creature if at least one of the sarko's
Qesh allies is within 5 feet of the creature and the ally
In the darkness, a giggle echoes off the hills. Your hair stands isn't incapacitated.
on end at the eerie sound, only to hear an answering call from Water Breathing. The shark can breathe only
the opposite side of the forest. Qesh hunt in packs, their underwater.
hyena-like giggling terrifying and unnerving all that hear it.
These creatures appear to be a hulking cross between a large
cat and canine.

71
Multiattack. The ape makes two fist attacks.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions
one target. Hit: 6 (1d8 + 2) piercing damage.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range
Serpenton 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Thorny vines entwined into a serpentine form, serpenton
slither and crawl like the snakes they resemble. Their thorny
fangs drip with venom.
Slither
Many an adventurer has fallen to the slither – a large bundle
Serpenton of animated vines that look a great deal like a snake. The
Tiny beast, unaligned slither strikes from cover, catching adventurers unawares.
Once it attacks, the begins to squeeze. The origins of the
Armor Class 13 slither are unknown, but they have killed more than their fair
Hit Points 2 (1d4) share of sentient creatures. One should always be on the
Speed 30ft., swim 30ft. lookout for these deviant creatures.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Slither
Large plant, Unaligned
Senses blindsight 10ft., passive Perception 10
Languages 1 Armor Class 12
Challenge 1/8 (25 xp) Hit Points 13(2d10+2)
Speed 25ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 1 piercing damage, and the target 15(+2) 14 (+2) 12(+1) 1(-5) 10(0) 3(-4)
must make a DC 10 Constitution saving throw,
taking 5 (2d4) poison damage on a failed save, or Condition Immunities stunned
half as much damage on a successful one. Senses blindsight 10ft, passive Perception 10
Languages Latin
Challenge 1/4 (50 XP)

Simio Actions
Primates of the verdant gale, simio appear to be apes made Bite.Melee Weapon Attack: +4 to hit, reach 5 ft.,
from dense, hard rain forest wood. They are covered in “hair” one creature. Hit: 5 (1d6 + 2) piercing damage.
of fine grasses growing all over their bodies.
Constrict. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 6 (1d8 + 2) bludgeoning
damage, and the target is grappled (escape DC 14).
Simio Until this grapple ends, the creature is restrained,
Medium plant, unaligned and the slither can't constrict another target.

Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30ft., climb 30ft. Snap Dragon
As you wander through the fields, your eyes catch movement.
STR DEX CON INT WIS CHA You stop and realize that the flowers that you have been
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
walking through have been following you... and they are
hungry.
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages -
Challenge 1/2 (100 XP)

72
Snap Dragon Tejon
Small plant, neutral evil tiny plant, unaligned

Armor Class 10 Armor Class 10


Hit Points 1 (1d4 - 1) Hit Points 3 (1d4 + 1)
Speed 20ft. Speed 25ft., burrow 5ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) 4 (-3) 11 (+0) 12 (+1) 2 (-4) 13 (+2) 5 (-3)

Senses darkvision 30ft., passive Perception 10 Senses darkvision 30ft., passive Perception 11
Languages - Languages -
Challenge 0 (10 XP) Challenge 0 (10 XP)

Actions Keen Smell. The badger has advantage on Wisdom


(Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reac h 5 ft .,
one target. Hit: 1d2 fire damage.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
Takbok
The lord of the hunt, by his very presence, creates life. The
takbok are an example of this spontaneous creation. Thornbat
Resembling stags sculpted from plant material with horns of
the hardest natural wood, the takbok run the forests, a Tiny plants with large wing-like leaves and fang-like thorns.
remnant of his passage. These creatures swarm through the night eating every insect
they can find. Sometimes, they mistake humanoids for
insects.
Takbok
Medium plant, unaligned
Thornbat
Armor Class 13 Tiny plant, unaligned
Hit Points 4 (1d8)
Speed 50ft. Armor Class 12
Hit Points 1 (1d4 -1)
Speed 5ft., fly 30ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3) STR DEX CON INT WIS CHA

Senses passive Perception 12 2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)


Languages Sylvan
Challenge 0 (10 XP) Senses blindsight 60 ft., passive Perception 11
Languages -
Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., Echolocation. The thornbat can't use its blind sight
one target. Hit: 2 (1d4) piercing damage. while deafened . Keen Hearing. The thornbat has
advantage on Wisdom (Perception) checks that rely
on hearing.

Tejon Actions
Small, angry, carnivorous plant creatures that are ambush Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
predators. Often working in packs of 4 to 8, Tejon can be one creature. Hit: 1 piercing damage.
fierce adversaries with the ferocity of a badger.

73
Vespo Vine Lord
If hatred had a body, it would be a wasp. If it were also the Medium Plant, Chaotic Neutral
size of a large dog and a plant, it would be a vespo. Vespo are
giant wasps composed of thightly woven grasses with wings Armor Class 18 Natural Armor
of semi-transparent, large leaves. The distinct buzzing and Hit Points 33(6d8 + 6)
clicking of vespo can be heard for a hundred feet or more. Speed 25ft.

STR DEX CON INT WIS CHA


Vespo 14 (2) 11 (0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Medium beast, unaligned

Armor Class 12 Damage Immunities Poison, psychic


Hit Points 13 (3d8) Condition Immunities blinded, charmed, deafened,
Speed Speed 10ft., fly 50 ft. exhaustion, frigthened, paralyzed, petrified,
poisoned
Senses blindsight 60ft. (blind beyond this radius),
STR DEX CON INT WIS CHA passive Perception 6
Languages Understands languages it spoke in life,
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4) but cannot speak
Challenge 1 (200 XP)
Senses passive Perception 10
Languages -
Challenge 1/2 (100 XP) Actions
Multiattack. The armor makes two melee attacks.
Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2)
one creature. Hit: 5 (1d6 + 2) piercing damage, and
the target must make a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit
Vine Mephit
points, the target is stable but poisoned for 1 hour, When a mephit is killed by a plant creature, it's essence can
even after regaining hit points, and is paralyzed be trapped within the roots of the plants. That creature will
while poisoned in this way. eventually sprout a bud, and a vine mephit will be born. They
constantly drone complaints and grudges that druids and
those that can speak with plants can understand, but sound
like the droning of insects in the ears of others.
Vine Lord
A suit of armor filled to capacity with writing vines, animosity
dripping from every tendril, stalks through the night – Vine Mephit
attempting to fulfill the goals of the creature whose armor it Small Plant/Elemental (Effects that effect either
fills. The vine lord will stop at nothing to achieve those goals, plants or elementals will effect the Vine Mephit,
to the point of violence. Once those goals have been met, the Chaotic Evil
vine lord wanders aimlessly – attacking anything that crosses
its path. Armor Class 13 (Natural Armor)
Hit Points 27 (6D6 + 6)
It takes very specific circumstances to create a vine lord. A Speed 29ft.
a sentient creature must die in a particularly painful and
violent manner; the creature must die in a field of ambient
magic left over from the sundering; and that creature's blood STR DEX CON INT WIS CHA
must nourish the roots of any of a number of species of vines. 8 (-1) 12 (+1) 9 (-1) 9 (-1) 12 (+0) 7 (-1)
The negative energy left by the death and pain of the sentient
creature mingles with the hungry vines and the ambient
magic left behind to become a vine lord. Damage Immunities Poision
Condition Immunities Poisoned
Senses darkvision 60ft., passive Perception 10
Languages Sylvan, Terran
Challenge 1/4 (50 XP)

74
Skills Stealth +3 ACTIONS Constrict. Melee Weapon Attack: +4 to
hit, reach 10ft., one target. Hit: 9 (2d6 + 2)
Death Burst. When the mephit dies, it explodes in a bludgeoning damage, and a Large or smaller target
burst of entangling vines. Each Medium or smaller is grappled (escape DC 12) . Until this grapple
creature within 5 feet of it must succeed on a DC ends, the target is restrained, and the vine stalker
11 Dexterity saving throw or be restrained until the can't constrict another target.
end of the creature's next turn.
Entangling Plants (Recharge 5-6). Grasping roots
False Appearance. While the mephit remains and vines sprout in a 15-foot radius centered on
motionless, it is indistinguishable from an ordinary the vine stalker, withering away after 1 minute. For
mass of vines. the duration, that area is difficult terrain for non-
plant creatures. In addition, each creature of the
Actions vine stalker's choice in that area when the plants
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., appear must succeed on a DC 12 Strength saving
one creature. Hit: 4 (1d6 + 1) bludgeoning damage. throw or become restrained . A creature can use its
action to make a DC 12 Strength check, freeing it
Vine Blast (Recharge 6). The mephit belches a mass self or another entangled creature within reach on a
of restricting vines onto one creature within 5 feet success.
of it. If the target is Medium or smaller, it must
succeed on a DC 11 Dexterity saving throw or be
restrained for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Wolf Weed
After the Great Sundering, the world was tainted by rotting
magic left idle in the wilds. With enough arcane energy
pooling in one place and left to fester, off things can happen.
Vine Stalker This uncontrolled magic energy lain dormant, silent but
unstable for decades, and sometimes centuries – anything
Vine Stalkers appear to be a mass of slithering creepers and could set it off. One such case was Wolf Weed. A patch of
vines. They wait in ambush in the undergrowth and wait for large carnivorous plants struggled to consume a wolf in one
prey to draw near. By animating the plants around them, Vine such pool of arcane energy. As this life and death struggle
Stalkers entangle and trap their prey before attacking. raged, lightning struck, igniting and awakening the power that
soaked the ground. The wolf and the plant fused and became
one – an animate carnivorous plant driven by hunger.
Vine Stalker Wolf Weed, when moving, looks like a wolf composed of a
tangle of vines with glowing blue eyes. At rest, Wolf Weed is
Medium Plant, Neutral Evil
indistinguishable from a patch of vines.
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 15ft.
Wolf Weed
Medium Plant, Unaligned
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4) Armor Class 20
Hit Points 11(2d8 + 2)
Speed 31ft.
Skills Stealth +1
Condition Immunities blinded, deafened
Senses blindsight 60ft. (blind beyond this radius), STR DEX CON INT WIS CHA
passive perception 10
Languages Common 12 (+1) 15(+2) 12(+1) 3(-4) 12(+1) 6(-2)
Challenge 1/2 (100xp)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Actions Challenge 1/4 (50 XP)
False Appearance. While the blight remains
motionless , it is indi stingu is hable from a tangle
of vines.

75
Pack Tactics. The wolf weed has advantage on attack Zanash
rolls against a creature if at least one of the wolf's Tiny Plant/Fae, neutral good
allies is within 5 feet of the creature and the ally
isn't incapacitated. Armor Class 15 (natural armor)
Hit Points 4 (1d4+2)
False Appearance. While the Wolf Weed reamin Speed 10ft., fly 40ft.
motionless, it is indistinguishable from a normal
patch of vines and plants.
STR DEX CON INT WIS CHA
Actions 3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) piercing damage. If the
Skills Perception +3, Stealth +8
target is a creature, it must succeed on a DC 11
Condition Immunities swagged, drunk
Strength saving throw or be knocked prone.
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)

Zanash Longsword. Melee Weapon Attack: +2 to hit, reach


Hidden glens deep in the wooded areas of the world, the fae 5 ft., one target. Hit: 1 slashing damage.
rule. The Zanash are considered to be half-breeds by some of Thorn Shot Ranged Weapon Attack: +6 to hit, range
the fae, as they are sentient plants that resemble sprites or 40/160 ft., one target. Hit: 1 piercing damage, and
pixies. Others consider them to be oracles, or holy due to the target must succeed on a DC 10 Constitution
their dual natures. saving throw or become poisoned for l minute. If
Protectors of the Forest. Living amongst the trees in its saving th row result is 5 or lower, the poisoned
verdant glens, the Zanash allow no creatures other than the target falls unconscious for the same duration, or
good and pure to enter. If an evil creature sets foot in their until it takes damage or another creature takes an
forest, they attack with a frightening viciousness, attacking action to shake it awake.
with their poison thorns and weapons. Heart Sight. The zanash touches a creature and
magically knows the creature's current emotional
state. If the target fails a DC l0 Charisma saving
throw, the zanash also knows the creature's
alignment. Celestials, fiends, and undead
automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until
it attacks or casts a spell , or until its concentration
ends (as if concentrating on a spell). Any equipment
the sprite wears or carries is invisible with it.

76
OPEN GAME LICENSE Version 1.0a
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