Professional Documents
Culture Documents
1
XEI, STUNTS
In addition to his normal array of abilities and powers,
DRAGONSWORN Xei knows the following stunts: Deadeye, Sprint, and
Vanish. They are described below.
FEATURE
Ghost Blade Monestary
While serving the monestary, you receive free meals
and lodging at aligned monestaries and temples. Ad-
ditionally, you can call on local monks to assist you in
mundane research during your stay.
2
XEI, DRAGONSWORN MONK (GHOST BLADE) FLAW
Medium humanoid (dragonsworn), lawful good Selective Xei understands the gravity of his actions,
Armor Class 16 Initiative +3 especially when it comes to violence. Although he’s
Hit Points 20 (3d8+3) Proficieny Bonus +2 fast, Xei suffers a disadvantage on Initiative rolls
Speed 40 ft., climb 20 ft Bonus Deflect Missiles against other dragonsworn.
ACTIONS
Claws Melee Weapon Attack +4 to hit, range 5 ft., one
target. Hit 5 (1d6+2) points of slashing damage. On a
critical hit, the target must succeed on a Strength sav-
ing throw (DC 14) of be knocked prone.
3
LEARN MORE AT WWW.STORMBUNNYSTUDIOS.COM/ALESSIA
WHO ARE THE WHAT IS ALESSIA?
DRAGONSWORN? The world of Alessia is a world of high fantasy
that combines Wuxia, science fiction, and magic-
The dragonsworn are one of the few races that driven technology. It is a massive world where
can lay claim to a single, divine event as their magic and technology coexist, impacting every
genesis. While ancient history to most, this event aspect of life, from the Healing Houses of Sil-
– which corresponds with the departure of the lias to the great Towers of Xin. It is a land where
last celestial dragons – has unified the dragon- Fyrean Genies meet with Asrian Wardens and The
sworn as a single people, allowing them to create Gangs of Khatu push their Drifters across the
a complex, detailed culture that rivals some na- desert sands, seeking resources and victims of
tions. These individuals openly display the exotic every kind.
patterns that mark them as generational, or true,
dragonsworn.
Alessia is a world where the gods, in an act of uni-
fication, merged into a singular pantheon – form-
The dragonsworn are the only race that others ing The Path of Light. It is a land where medical
can, through alchemy, rituals, and complex magi- advancements, evolution, and ki energy form
cal rites, become. The process can take decades, not only a methodology to achieve progress, but
but that’s a risk many are willing to take, especial- instead form a way of life. For the people of Ales-
ly when they start to see their first gray hairs or sia, the path to success is girded with honor, hard
whiskers. These dragonsworn enjoy bright, scaled work, bravery, and a need to do good.
armor, although they never display patterns of
any sort. Most of these dragonsworn are infertile,
although there are exceptions. Alessia is a land at the height of its glory, held
aloft by the Four Pillars of Light – Mercy, Truth,
Hope, and Courage. Its churches largely
unified and its clergy working in uni-
son, the people of Alessia enjoy
what others think is only an
illusion – a slowly blossom-
ing utopia. But Alessia is
not without its challenges.
Having suffered an ecologi-
cal disaster that would have
ended smaller planets, it’s taken
the people of Alessia nearly a
thousand years to pull themselves
up from the viscera of the War of
the Sovereigns; from the decaying
Galgaræ to the Shadows of Venn, the
once-vanquished forces of darkness
creep again, slowly pushing against the
Ring of Heaven, hoping to find purchase in
Alessia once more.
4
DRAGONSWORN SMILE.
SOMETIMES.
Although the younger races get a bad rap for their
impatience, it’s a quality that pushes progress forward
– even when that’s in the wrong direction. The dragon-
sworn are natural traditionalist who weather change
slowly and methodically. Alessia’s recent growth spurts
have left most dragonsworn still reeling from the
pace, with some even retreating from the expanding
cities.
CREDITS
Lead Developer Jaye Sonia
Additional Development Jere Manninen
Writer Jaye Sonia
Editing Nerine Dorman, Aric Wieder
Cover Artist Angel Huerta, J. Olofsson
Interior Artist Angel Huerta, Domeano
Graphic Design Kaeti McNeil, Jaye Sonia
Layout Jaye Sonia
5
OPEN GAME LICENSE Version 1.0a (d)”Open Game Content” means the game mechanic
and includes the methods, procedures, processes and
The following text is the property of Wizards of the
routines to the extent such content does not embody
Coast, Inc. and is Copyright 2000 Wizards of the
the Product Identity and is an enhancement over the
Coast, Inc (“Wizards”). All Rights Reserved.
prior art and any additional content clearly identi-
1. Definitions: (a)”Contributors” means the copy- fied as Open Game Content by the Contributor, and
right and/or trademark owners who have contributed means any work covered by this License, including
Open Game Content; (b)”Derivative Material” means translations and derivative works under copyright law,
copyrighted material including derivative works and but specifically excludes Product Identity. (e) “Product
translations (including into other computer languages), Identity” means product and product line names, logos
potation, modification, correction, addition, exten- and identifying marks including trade dress; artifacts;
sion, upgrade, improvement, compilation, abridg- creatures characters; stories, storylines, plots, the-
ment or other form in which an existing work may matic elements, dialogue, incidents, language, artwork,
be recast, transformed or adapted; (c) “Distribute” symbols, designs, depictions, likenesses, formats,
means to reproduce, license, rent, lease, sell, broad- poses, concepts, themes and graphic, photographic
cast, publicly display, transmit or otherwise distribute; and other visual or audio representations; names
6
and descriptions of characters, spells, enchantments, tent does not constitute a challenge to the ownership
personalities, teams, personas, likenesses and special of that Product Identity. The owner of any Product
abilities; places, locations, environments, creatures, Identity used in Open Game Content shall retain all
equipment, magical or supernatural abilities or effects, rights, title and interest in and to that Product Identity.
logos, symbols, or graphic designs; and any other 8. Identification: If you distribute Open Game Content
trademark or registered trademark clearly identified You must clearly indicate which portions of the work
as Product identity by the owner of the Product Iden- that you are distributing are Open Game Content.
tity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, 9. Updating the License: Wizards or its designated
mark, sign, motto, designs that are used by a Contribu- Agents may publish updated versions of this License.
tor to identify itself or its products or the associated You may use any authorized version of this License to
products contributed to the Open Game License by copy, modify and distribute any Open Game Content
the Contributor (g) “Use”, “Used” or “Using” means originally distributed under any version of this License.
to use, Distribute, copy, edit, format, modify, translate 10. Copy of this License: You MUST include a copy of
and otherwise create Derivative Material of Open this License with every copy of the Open Game Con-
Game Content. (h) “You” or “Your” means the licensee tent You Distribute.
in terms of this agreement.
11. Use of Contributor Credits: You may not market
2. The License: This License applies to any Open Game or advertise the Open Game Content using the name
Content that contains a notice indicating that the of any Contributor unless You have written permission
Open Game Content may only be Used under and in from the Contributor to do so.
terms of this License. You must affix such a notice to
12. Inability to Comply: If it is impossible for You to
any Open Game Content that you Use. No terms may
comply with any of the terms of this License with
be added to or subtracted from this License except
respect to some or all of the Open Game Content
as described by the License itself. No other terms or
due to statute, judicial order, or governmental regula-
conditions may be applied to any Open Game Content
tion then You may not Use any Open Game Material
distributed using this License.
so affected.
3. Offer and Acceptance: By Using the Open Game
13. Termination: This License will terminate automati-
Content You indicate Your acceptance of the terms of
cally if You fail to comply with all terms herein and
this License.
fail to cure such breach within 30 days of becoming
4. Grant and Consideration: In consideration for aware of the breach. All sublicenses shall survive the
agreeing to use this License, the Contributors grant termination of this License.
You a perpetual, worldwide, royalty-free, nonexclusive
14. Reformation: If any provision of this License is held
license with the exact terms of this License to Use, the
to be unenforceable, such provision shall be reformed
Open Game Content.
only to the extent necessary to make it enforceable.
5. Representation of Authority to Contribute: If You are
15. COPYRIGHT NOTICE Open Game License v 1.0a
contributing original material as Open Game Content,
Copyright 2000, Wizards of the Coast, Inc. System
You represent that Your Contributions are Your origi-
Reference Document 5.0 Copyright 2016, Wizards of
nal creation and/or You have sufficient rights to grant
the Coast, Inc.; Authors Mike Mearls, Jeremy Craw-
the rights conveyed by this License.
ford, Chris Perkins, Rodney Thompson, Peter Lee,
6. Notice of License Copyright: You must update James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
the COPYRIGHT NOTICE portion of this License to Chris Sims, and Steve Townshend, based on original
include the exact text of the COPYRIGHT NOTICE material by E. Gary Gygax and Dave Arneson.
of any Open Game Content You are copying, modi-
fying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to Xei, Dragonsworn Ghost Monk. Copyright 2018,
the COPYRIGHT NOTICE of any original Open Game Storm Bunny Studios & Jere Manninen; based on the
Content you Distribute. World of Alessia, Copyright 2018, Copyright 2018 Jere
7. Use of Product Identity: You agree not to Use any Manninen.
Product Identity, including as an indication as to com-
patibility, except as expressly licensed in another, inde-
pendent Agreement with the owner of each element
of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark
or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly
licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Con-
7